Today’s Critical Thought looks at difficulty scaling in game design. I talked about how you can make meaningful difficulty settings, and why very easy and very hard modes aren’t as simple to design.

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For today’s critical thought, we’re talking about persistence mechanics in game design. Persistence is a popular form of progression and replayability, but it can backfire if it’s not integrated properly.

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Today’s Critical thought goes back to the topic of balance and what it means when you’re dealing with unique situations. What happens when something is too good, but weakening it will change it completely? How do you balance elements that are good because there is nothing else like it, and what does that mean for the rest of your game?

Correction: I said that the card Ciri could give you double or triple card advantage, I meant either two or three more cards.

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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.

 

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