One of the lofty goals of designing games is creating a game that doesn’t get stale; we’ve talked about this before in terms of “infinite replayability.” The problem is that no matter how many situations you come up with, they still need to be presented correctly. For today’s post, we’re going to talk about the use of “events” and event driven game design and how they can shake things up.
Building accessible games that aren’t dumb down is every great designer’s big challenge. Complexity doesn’t always equal great gameplay, and more often than not, will drive people away. Today’s post looks at some basic tips that can go a long way towards making your game easier to understand.
This week on the podcast, I sat down with co-founder of Mohawk Games Soren Johnson to discuss his time in the Game Industry and his latest project Offworld Trading Company.
Today’s post returns to an important point I’ve talked about before — Feedback and how it relates to learning and not just in video games. In the past I’ve talked about the differences in abstracted systems like strategy games vs. real time systems like in fighting games. But a recent conversation that will be a podcast soon got me thinking about how it’s not the type of mechanic, but the time it takes for the feedback that impacts learning.