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.
As you know, I play a lot of video games of many different genres across all platforms, but there are some that I just can’t get into for one reason or another. These games and genres may have huge fan bases, beaming reviews, and are constantly on a lot of peoples’ must play list, but they do nothing for me. For today’s post, we’re going behind the curtain once again to take a look at some games that despite being a lover of game design, I just cannot play no matter what.
Trying to play through the open world zombie game of State of Decay has left me feeling frustrated. As with most open ended games, the developers drop you into the world and expect you to learn everything at once with a minimal tutorial. State of Decay for me runs into the same problem that most strategy games or open ended games suffer from: Understanding how to teach someone to play.