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.
After a long development on Early Access, Gaslamp Games’ second title Clockwork Empires is finally here. While it still shows the promise of a steampunk-lovecraft city builder, there have been some changes to the plan.
Rimworld, developed by Ludeon Studios is another passion project in the vein of Dwarf Fortress. The game has been developed and sold directly for years now, but it’s finally come to Steam and Early Access. While it’s not the most accessible game, for those that figure out the complexities, there is a lot to enjoy and discover here.
Last week on the podcast I spoke with Chris Park from Arcen Games about open ended game design and he shared his thought process. And similar to my cast with Ernest Adams, we had a great discussion on game design that needs to be explored further for people interested in learning about design.
This time we’re going to talk about a useful way of creating a baseline for your game and establish a foundation to build on.