This week on Dissecting Design, I took a look at Arcen Game’s Biggest game, and sadly worst selling: A Valley Without Wind. This is a game that went overboard with replayability and procedural generation, but it did not hook players.

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This week we welcome back Chris Park from Arcen Games to talk about their latest game A Valley Without Wind 2. We had a very interesting conversation to go with such a unique game as Chris opened up about the design decisions that went into making it.  Including talking about a few nitpicks from our analysis.

Pay close attention as Chris name dropped Arcen’s newest title following Shattered Haven at some point in the podcast.

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We’re ringing in the New Year with our first guest designer on the podcast. Owner and lead designer behind Arcen Games: Chris Park joins us for a discussion on game design and his studio’s wide variety of games, including a detailed examination on A Valley Without Wind 1 and 2. Also, he gives us a sneak peek at what’s next for Arcen Games: Shattered Haven.

From the podcast, here are some links to topics discussed:

One correction, at the beginning I was talking a little too fast and I believe I accidently added an s to Chris’ last name.

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This week we finally got Diablo 3‘s 1.04 patch, which has been a long time coming, altering the skills of the various classes, enemy attributes, item stat distributions and even legendary item design. Not to mention the whole new end game mechanic in the form of the paragon system, this adds 100 more levels increasing player’s stats and the magic and gold find rate. Now without question, these changes were warranted to improve the game. However with that said something doesn’t sit right with me.

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