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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Video Game Law

This week on the cast, I sat down with Colin Sullivan who is head of legal at Patreon and has studied video game law for a high level talk on some of the legal issues facing developers and the Game Industry.

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Borderlands2Krieg

Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.

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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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