In a recent cast, I spoke with Jeff Johnson from Skyshine Games about Skyshine’s Bedlam. During the discussion, we talked about the difficulty with balancing options for the player and about a common game design trap centered on hoarding. Hoarding items both has to do with game mechanics and the player’s own mindset, and today’s post is going to look at that and ways to downplay the need to hoard.
Recently I tried out Forced: Showdown which combined light ARPG play with CCG mechanics to great effect. The use of CCG mechanics is another option in the Game Designer’s toolbox to create great games from, but it’s important to understand the limitations and rewards for such a game design.
For this first of several posts aimed at providing important lessons and tips for game designers, we turn to control design or layout. Good controls are an understated part of what makes a game work; if a game’s controls suck, I immediately stop playing it. Coming up with a layout that works can be tough whether you are on a keyboard and mouse or gamepad layout. In this post, we’re going to talk about one of the first things you need to understand when coming up with UI design.
Today’s post is a “look behind the curtains” in a manner of speaking. With Game-Wisdom, I’ve had to play a lot of video games over the last few years and in turn, it has given me a way to focus my already analytical thought process to an extreme point. Today, I can figure out everything I need to know about a video game, nine times out of ten, in one hour of play; breaking down the qualities of a game into different sections.