For this week’s Dissecting Design, we’re taking a look back at Reccetear and how it was ground zero fro the item shop simulator genre. I talked about how it’s use of managing the shop and dungeon crawling lent a unique design that made it stand out. I also talked about how the genre has not really had another major hit like it since.
For this week’s Dissecting Design, I talked about the Borderlands series and the development of “Role Playing Shooter” game design. I talked about how the design walks the middle ground between RPG and action gameplay, and the challenges that go with it.
For this Dissecting Design, I’m looking at Skullgirls and how an indie fighting game managed to take on the major titles at their own game. I talked about what made Skullgirls stand out and lessons other designers should take note from the game.
For this week’s Dissecting Design, we’re looking at the hit series Disgaea. Disgaea is built on multiple systems all designed to push you towards massive power levels. I talked about how the series’ foundation hasn’t changed that much, and what it means to go for the long haul.