As video games began to offer players the ability to affect the story, one of the most used mechanics in game design was a morality slider: allowing players to determine how good/evil their character was.
While popular, it is a mechanic that I’m not a fan of for several reasons which we’re going to talk about here, along with several series that handled morality better.
One of the basic fundamental conditions of a game is that there must be win and lose conditions. Failure is something that we all strive to avoid yet it is a necessary part of both game design and life.
However, different game designs have different types of failure that can affect just how frustrating it is and the chance that people will keep playing.
Shin Megami Tensei has been one of my favorite series thanks to its higher difficulty curve and unique stories. And with Shin Megami Tensei 4 marks several major milestones for the series, most important of all: the first new SMT game on the 3DS.
There is a lot riding on the game to win new fans and bring the old to the 3ds and Shin Megami Tensei 4 is a great RPG with a few missteps.
Back in November of last year, Game-Wisdom had its first guest post from veteran game designer and city-builder genre expert: Chris Beatrice. Before and after that post we talked about design via email and there was one topic I found interesting: How he saw shades of the city builder genre in social games like Farmville.
At first I disagreed with him, but as I thought about it and saw the development of other social games, I could see a pattern of translating complex design into social games.