This past weekend, the sequel to Bungie’s Destiny was made available as a public beta to try out the game. Having never played the original, I was excited to try out another take on Role Playing Shooting. After playing it however, I’m not so sure that I want to play Destiny 2. One thing I am sure of is how Bungie designed a horrible beta and there are some important takeaways.
Video game length can be one of the hardest aspects to nail down when it comes to fine tuning a game concept. It’s difficult to figure out just how long you can make a game with your given systems. Some titles feel too short, while others become a slog to play. For today’s post, I want to talk about a trend I see with Indie games and the use of “lunch break game design.”
Branding is a major part of marketing in any industry, and the game industry is no exception. For today’s post, I want to talk about how there are three kinds of video game branding, and what they mean for your studio.
A term that I frequently use when criticizing a game’s design is when it feels “gamey.” However, that’s not really a technical term. For today’s post, I want to explore this concept further of when a game’s mechanics contradict with each other, and to coin a better term.