Gambling in Games : Debating The Market of Digital Goods
"There's a difference between allowing people to buy and sell goods in your game, and presenting it in a way that practically says, "These items can/should be gambled on.""
This week on the cast, James and I welcomed game designer Michael Taylor to the cast for a discussion on several interesting topics.
Bird of Light by Roach Interactive has had one interesting journey getting here. When I spoke to designer Rahul Sehgal about it, the game was originally pitched as a mobile game. He ran into trouble with finding publishers willing to let him create the game he wanted.
In response, he moved the game over to PC and Steam to finish the game that will now eventually be ported back to mobile at some point. Despite the problems during development, Bird of Light shows a lot of smart design decisions for a very unique game.
Necropolis is the latest game from Harebrained Schemes and one that I’ve been looking forward to. The studio wanted to try its hand at combining the rogue-like and action RPG genre with a unique game. Now that Necropolis is out, unfortunately it misses the point of what makes both these games compelling.
Video game development is all about an iterative process of building a game’s design and mechanics bit by bit to create an amazing experience, and this also applies across games in a series. While many gamers have decried the phenomenon of “sequelitis,” or when developers constantly put out sequels, their actual implementation is important and a part of what has led to some of the best games around.