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.
Starward Rogue came out of nowhere from strategy game developer Arcen Games, and feels like a departure from the studio’s MO of high level strategy game design. With Starward Rogue, they’ve entered the genres of bullet-hell shooters and roguelites with the first action-heavy title from the strategy game studio.
In recent posts and discussions on game design, I’ve talked about the importance of establishing a baseline for your content or balance; once you’ve figured it out, this part of your game should remained locked in terms of further balancing. While this concept is important, it’s also one that I don’t think a lot of people actively think about, yet it is vital if you are trying to create an experience that works both in the short and long-term.
Last week an interesting debate happened following the F2P mobile game Monument Valley releasing paid DLC . Fans of the game voiced their anger by negatively reviewing it citing that the developer was being greedy for charging for additional content.
Then one of the developers for Defender’s Quest talked about the rationale behind releasing a free update to the game sparked a new debate which we talked about the podcast. Figuring out what to sell and what to release as free is a tricky decision as there are good reasons for both sides.