Today’s Critical Thought looks at difficulty scaling in game design. I talked about how you can make meaningful difficulty settings, and why very easy and very hard modes aren’t as simple to design.
Today’s Industry Insight is on the Dangers of Going Big, or when a studio decides to go all in on an unproven concept. I talked about why there is such an allure of doing this, and the rewards and dangers of doing so.
Game genres feature wildly different skill sets and understanding, and you cannot translate what you know in one to others.
Today’s Critical Thought looks at the debate of knowing just how much to tell the player about how their game works. There is a line between making something so explanatory that the game plays itself, to having systems that no one will ever figure out on their own.
Are there examples of games that withhold information and are better because of it? Let me know in the comments.