This week on the cast, Chris Bourassa of Redhook Games stopped by for a post mortem talk about developing the Crimson Curse DLC for the Darkest Dungeon.
Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today’s post, I want to focus on when the progression models of a game don’t work to keep the player engaged.
After two weeks of waiting, it’s time to talk about my #1 game of 2016. By now, you should have been able to figure it out if you’ve paid attention to the site and YouTube channel over the years, but here we go.
Early Access has become a polarized element of game development. For designers, it’s an effective way to get their game tested and refined before launch. For consumers, it becomes a gamble to see whether or not you’ll get a great game, a crap game, or no game at all.
With the popularity of the model, it’s important to look at the ways to hopefully make your Early Access title a success. When we break it down, there are four key things you need to factor in for deciding to use Early Access.