For this week’s Dissecting Design, we’re going back to look at one of the greatest video games of all time: X-Com UFO Defense. In this video, I talked about how X-Com combined different systems to create a unique take on strategy design.

Please note, due to problems with OBS, I had to record the game like this, as full screen it wasn’t working.

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Today’s Critical Thought is about the growing popularity of “Souls Like” and what are the essential elements that From Software got right with the Soulsborne series. I talked about where designers tend to slip up on translated the design; especially with The Surge.

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Today’s Critical Thought is all about the use of build orders and why they are not good for game design. Build orders are a step by step guide to playing a game optimally and are a sign that the game has been completely mastered. I talked about some examples of big games, and solutions that have been developed in the past.

 

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Today’s Critical Thought looks at using limited time content in video games. Locking content or forcing the player to play on the game’s schedule is one of my least favorite systems.

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