This is the recording of my livecast with game designer Bill Gardner. For this extended chat, Bill and I spoke about game industry topics like loot boxes, the state of the market, and more. For the back half of the cast, we discussed horror design: How to generate fear, and games that we felt were the best examples of it.

You can listen to our previous recorded cast here: http://game-wisdom.com/podcast/perception

And buy Perception on Steam here: http://store.steampowered.com/app/426310/Perception/

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For this week’s Dissecting Design, I took a look at Getting Over It: The strange game that has surged in popularity thanks to its difficult and cumbersome nature. Is this a brilliant take on game design, or a frustrating mess?

  • 0:00 : Intro
  • 0:58 : Basic Gameplay
  • 11:07 : Getting Over it’s Subjective Difficulty
  • 18:22 : The Nature of Getting Over It
  • 28:07 : Final Thoughts
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This week’s Dissecting Design looks at the f2p game Warframe, and how it’s trying to balance a game for new and existing players with an extensive Free to Play system.

  • 0:00 — Intro
  • 0:57 — Basic Gameplay and Customization
  • 10:08 — Mission Structure and Gameplay
  • 26:07 — Warframe’s Monetization Design
  • 45:30 — Final Thoughts and the New Player’s Experience
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This week on our live show, I made announcements regarding the new time for it starting next week. Rob couldn’t be on, but we had Carter Dotson from PvP live on. Besides doing our usual discussions, we had an entire conversation about mobile gaming.

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