Videogames are art, and arguably some of the most artistic developers out there are in the indie space. Indie developers can explore the medium in ways that the AAA developers aren’t able to do. With that said, there is one area that I continue to see indie designers fail to grasp — the balance of the artist and the business when it comes to game design and gameplay
Today’s video looks at playability when it comes to improving a game’s design examples of both good and bad in popular games.
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?