Pharaonic: Fight like an Egyptian
"Pharaonic is an impressive first design from Milkstone Games, but it doesn’t do enough to make me consider it in the same league as the Souls games."
Space Pirates and Zombies came out of nowhere from MinMax Games came out of nowhere to deliver a great take on top-down shooting in a persistent universe, with zombies to boot. Since the game’s release, the developers went dark to work on a sequel. Now with Space Pirates and Zombies 2, the developers are expanding on everything in the game and the early access version has a lot to like at the moment.
Overwatch is Blizzard’s first original new IP in a very long time. Coming from the cancelation of Titan, Overwatch’s design marks another attempt by Blizzard to enter the competitive multiplayer scene. While this may look like Team Fortress by way of Blizzard, there is a lot of smart design taken from MOBAs present.
Grinding is never a good thing and signifies when a game design’s progression model stops working for the player. The actual form of grinding can be difficult to describe, because it’s different for every video game and genre due to the mechanics involved. Sometimes the grind is mechanical, other times it’s just the nature of the game and how it’s played. For today’s post, we’re going to try to define what grinding is and some telltale signs to avoid when building your game.
An interesting part of Game-Wisdom is how we’ve really become more of a middle-ground between developers and fans/enthusiasts. Thanks to the site, I’ve been given access to talking to developers directly about their game designs and implementation of mechanics; allowing me to look at design a lot deeper than most people. When you read forums and message boards enough, you tend to hear fans say the same misunderstandings about making games, and for today’s post, we’re going to talk about some of them.