Today’s Critical Thought turns to Survival Games and the genre. While it was popularize in a sense by Minecraft, Survival Games have become very diverse in their design and challenge. I talked about some of the major pulls of the genre and what is attracting people to virtually roughing it.
The Flame in the Flood has been finally released after both a successful kickstarter and Early Access period. Studio Molasses Flood is made up of former Irrational Games members who worked on Bioshock Infinite. While the title may look similar to other survivalist games out there, the river has a few twists and turns to it.
Today’s post is all about a common problem that I see with a lot of open-ended and sandbox games and it’s the criticism of the game being “aimless” or when the game designer’s focus on freedom hurts the player’s ability to learn and it’s a major killer for me when trying to get into some of the most popular games on the market.
Meta Game Design is where a developer will add or change the player’s experience of a game system over time with persistent elements and is a popular way to add replayability or reward someone for continuing to play a game. However this isn’t an all perfect answer and can come back to hurt a game if it is used incorrectly. For today’s post we’re going to look at when it goes wrong in several ways.