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
(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.
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.
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.