The Free to Play market continues to be a major attractor to fans and developers alike. Each year, we hear big numbers being thrown around early in a title’s lifespan. However, one area that isn’t discussed as much is player retention despite how important it is. Free to play game design suffers from a major game design issue that anyone interested in developing their own game must come to terms with.
Puzzle design is a topic that hits a lot of aspects of game design. From the days of Zork to modern adventure games, there is a lot to this discussion. Trying to drill down what makes a puzzle work vs. those that are just frustrating can be difficult. For this post, we’re going to look at three essential questions that should be the basis for any puzzles.
I have officially hit my limit of playing Graveyard Keeper following my review of the game. Despite the game’s design around constant tasks and progression, the developers have messed up on one of the basic tenets of a progression curve and motivating the player. Getting the progression model of your game right is up there with settling on your core gameplay loop as vital elements of designing a game.
The recent news piece surrounding Riot Games focused on sexist behavior at the company, but there is another trouble area that I saw that I want to talk about. In the piece published by Kotaku, they mentioned how the company only likes to hire from the fan base — in the past, going as far as attaching ELO ratings to their job postings.
While hiring like-minded people is not a problem in of itself, only looking for positive thoughts and opinions can lead to the echo chamber effect, and that can be troublesome.