How to Avoid Designing Bad Video Games
"No one outright has the goal of making bad video games, and trying to define what one is can be a tricky process."
For this recorded cast, I spoke with Luke Hughes who is the lead designer on the game Burden of Command. We discussed the design of the game, and what it’s like to tell these hard stories without trying to glorify or condemn the actions of the people. We had some internet related issues here and there, but this was still an amazing cast.
2017 was a banner year for the Nintendo Switch; with several marquis titles coming from Nintendo. Super Mario Odyssey came out near the end of the year and was Mario’s big debut on the switch. Having played through it, I think this may be my least favorite main Mario game in some time.
Creating the game space for the player to explore is another aspect of game development that can prove daunting. Despite all the games we’ve played, it can be hard to actually break down what makes a good level or environment. For today, we’re going to try and shed some light on this topic, and explore how there is a difference between level design and environment design.
For this week’s Dissecting Design, I looked at the tower defense genre through the game Defense Grid. While there were plenty of free mods for the genre, Defense Grid was one of the first serious attempts at elevating and setting the foundation of the design.