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.
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.
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.
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.