Today’s Critical Thought is in response to this Polygon piece about Assassin’s Creed Odyssey and why they thought it was good for a game to take 15 hours to get going. Polygon Piece: https://www.polygon.com/2018/10/2/17926116/assassins-creed-odyssey-length-leveling-playtime

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(Show starts at about 1:10)This week on Game-Wisdom Live, James and I talked about games as a service and what it means for games that have failed or have sequels coming out. We also announced some plans for patreon rewards and more.

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Today’s Critical Thought returns to the topic of hard games and the challenge it is to figure out when difficulty is either good or bad for design. I talked about some examples that I’ve found hard for the wrong reasons and that line between a game that is a challenge and one that is hard for hard’s sake.

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Today’s Critical Thought is on the concept of game design wrappers, or elements meant to hide or obscure the raw data of playing a game. Wrappers are an important part of presenting something accessible to players, but you need to know how much you want to hide from someone.

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