We’ve talked about the use of RNG or randomization in game design before. When it works, it can give a game a lot of replayability. However, too much RNG and the player has no control over playing the actual game. For today’s post, I want to talk about how developers have found ways large and small to give the player a chance when the RNG Gods are not smiling on them.
For today’s post, I want to talk about one of the biggest myths about the Game Industry compared to other industries. Every few months, someone will post a piece about video games saying “The Game Industry is X,” or “The Game Industry Should do Y.” Too often game journalists and people outside the industry make the same mistake about how the Game Industry operates, and where those articles miss one crucial detail.
We had a great chat on our live show recently about two of the latest games entering the competitive market: Injustice 2 and For Honor. While they both couldn’t be further from each other, they have one thing in common — Unpredictable character builds. In the past, we looked at why competitive players don’t like character changing items that get in the way of balance. However, the conversation posed an interesting question: Why does being unpredictable work in MOBA design?
It was announced today that Microsoft is going to be experimenting with Netflix-style subscriptions for Xbox. The news is still fresh, but I want to talk about what this could possibly mean for consumers.