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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.

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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.

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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.

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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.

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