The recent discussions surrounding Pokemon Sword and Shield and my own thoughts on Anno 1800 frame today’s discussion on developing multi-year franchises and what does it mean to keep adding content to sequels.
Besides amazing graphics and incredible gameplay, the reason why games such as God of War, Need for Speed, or Counter Strike are so popular is in the skills they teach us. All great games make you feel better in real life, which is why players continue to return even years after release. But how exactly do you design real-life skills in the game?
There are some days where I feel that I’m the only one who is thinking critically about game design and iterating on it, and for today’s post, this is a topic that I seem to be alone in discussing. We’re talking about achievements, and how many developers can improve them in a simple way.
From this part of our live show, we discussed game design documents, and how they have been essential at planning out a game’s development.