One of the oldest design issues that have plagued RPG-based design has been the “hoarder syndrome,” where players will refuse to use life saving items and instead hoard them for some time in the future. At its worst, hoarder syndrome can make a game worse to play due to the player not using every option open to them.
However, the simple solution of giving the player more may be counter-intuitive to the design or cumbersome depending on the implementation. There is a solution to this problem, but it requires some advanced thinking.
During a recent live cast, we got on the discussion of the company culture in the Game Industry. Just because studio names like Naughty Dog, Blizzard, Bungie, and more are still around, doesn’t mean that they’re the same studio when they were creating their hits. People go on to new jobs or are fired, but no matter the case, the studio changes.
And this creates an interesting and challenging topic to talk about: Just who is responsible for the success of a video game?
UI Design is an underrated part of game development and can make or break a game if not handled correctly. For many first time designers, especially indie developers, the UI is an area that is overlooked or just ignored. You cannot undervalue UI design, and we’re going to talk about why it’s such a mystery to a lot of developers.
Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.