The Transparency of Game Development
"Video games are no longer a niche genre, but a multi-billion dollar industry. And yet, so much of what goes into making and working on games is still a mystery."
Today’s Critical Thought is about the growing popularity of “Souls Like” and what are the essential elements that From Software got right with the Soulsborne series. I talked about where designers tend to slip up on translated the design; especially with The Surge.
The Surge is the latest game from developer Deck 13 Interactive whose previous game attempted the Souls-Like formula with Lords of the Fallen. This time, they traded in fantasy for sci-fi with a great step forward in design, but not without some major stumbling along the way.
The Dream Machine is an ambitious adventure game done in stop motion is finally finishing its six chapter storyline after about eight years of development. While it may not have the pixel charm of adventure games like Thimbleweed Park or the modern design of the Telltale series, this is a great adventure game for those who like their puzzles as unique as the setting.
Today’s Critical Thought is all about the use of build orders and why they are not good for game design. Build orders are a step by step guide to playing a game optimally and are a sign that the game has been completely mastered. I talked about some examples of big games, and solutions that have been developed in the past.