Rewarding Difficulty in Game Design
"Understanding how people are motivated to play your game is an important consideration; not everyone wants to play a game for either one or the other. "
This week, Ken and I were joined by returning guest Charles Amis from Artizens to talk about Irrational Games closing, F2P design and more.
When it comes to talking about game design, it’s one of those topics that anyone of any expertise level can get into a discussion over. But taking that next step from going from your mind to a computer requires a more detailed thought process and is something that anyone interested in game design needs to know about.
What a strange trip we have with The Bureau. Originally this was XCOM, the third person squad based shooter which was the reboot of the classic X-Com series. After development problems and fan reaction, this gave Firaxis the chance to create a true spiritual successor in the form of XCOM: Enemy Unknown. But then the success of Enemy Unknown convinced 2K to take XCOM and try to make it sell-able under 2K Marin as The Bureau.
And that was a lot of XCOM mentioned in a single paragraph. The Bureau shows the spark that the original developers had in this concept, but this is very much a shell of its former self.
Following the horribleness of Dungeon Keeper mobile, Peter Molyneux talked about how he wants to evolve the Free To Play genre into what he’s calling “Invest To Play.” Of course after that was revealed, many gamers scoffed at the idea especially after the bad press surrounding Godus. But there may be something there, as the term Free To Play continues to get bigger and the problems that have become associated with it.