Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.
This past week, I finally joined the masses with getting my first Smartphone. The second I got home, I quickly went to the play store to install all the crazy mobile games I’ve heard my friends talk about over the last few years. I’ve talked about my thoughts on mobile gaming in the past without having a Smartphone to actually see it firsthand. Now that I do, my opinion has gotten even worse on the market.
The stealth genre has grown in different directions from the early works of games like Metal Gear and Wolfenstein. Being able to move around undetected has been implemented by action games, horror games, and even strategy games. However, when it’s all said and done, there are two major philosophies when it comes to stealth, and what they mean for game design.
In August, the Indie game We Happy Few ran into trouble with its fans and members of the press. The kickstarted open-world survival game announced that not only are they now being published by Gearbox, but the game’s price was raised with a second one planned for launch. The developers cited that they are going AAA with We Happy Few, but what does that mean when it comes to design?