The ever growing issue of discoverability in the video game market continues to be a problem for game makers. The Steam Direct changes have not been able to stem the tide of the storefront being flooded with games. With more digital stores trying to take on Steam, I want to bring back the debate about standards, but this time for the stores themselves.
Over the last decade with the increase focus on rogue-like design, there has been a misunderstanding by gamers over depth and complexity. Many gamers feel that complexity and difficulty automatically make a game better or deep. I believe we can come up with an accurate definition of what it means to have depth in game design.
Wrapping up your video game with an effective endgame is no easy task. Ending a title on a high note can be a tall order, and in some cases, we have seen games that don’t want to end. For today, we’re going to talk about the three ways designers can finish up their games.
Physical Goods are some of the most popular options when it comes to video game merchandise and the Kickstarter market. From buttons to massive scale figurines, they are attractive options for the discerning consumer. As a designer however, they can become a nightmare that can sink a company if you’re not prepared for the work involved. For today’s post, I’m going to talk about the three steps that go with the creation of any physical good.