Exploring the Nature of Loot Boxes
"Whether it comes from inside or out, the time is drawing closer to take a hard look at how much monetization and loot boxes are impacting design and consumers."
For this talk, Rob and I discussed a recent Polygon piece about whether or not there are too many Indie games on the market today.
Today’s video looks at the ever tricky topic over separating the art from the artist. Is it possible to do, and at what point does/if the art transcend the creator?
Here is the piece on Eurogamer that started this discussion: https://www.eurogamer.net/articles/2018-10-09-games-really-need-to-fall-out-of-love-with-lovecraft
For today’s topic, we’re going to dig a little deeper into personalization options in video games. What started out as simple texture changes has become a major part of allowing players to define their characters.
La-Mulana is one of the trickiest series to review thanks to its combination of high skill gameplay and just plain frustrating design. The last time I played it, I could not recommend it for its focus on difficult for the sake of difficult design. I also received all manner of threats and attacks from fans saying that I didn’t like hard games. With La-Mulana 2, the developers are back with another grueling run through the temple. And if you’re hoping that they have improved things…no such luck.