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