This week on our live show, Rob and I talked about monetization in games, what grinding means to gameplay, and much more.

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In honor of an upcoming podcast with Fred Ford and Paul Reiche, this week’s Dissecting Design is on one of my all-time favorite games: Star Control 2. Despite being 25 years old, the game’s design and grand adventure are still amazing.

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Today’s Critical Thought looks at the importance of being able to manage a project and how it relates to game design. Too many developers ignore project management, and it can be the unseen killer of a game project.

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This week on Dissecting Design, I took a look at Arcen Game’s Biggest game, and sadly worst selling: A Valley Without Wind. This is a game that went overboard with replayability and procedural generation, but it did not hook players.

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