Leveling has been an essential part of game design and progression since the origins of RPG design. However, I’m finding that modern games are missing the point on leveling design, and I wanted to share my thoughts on how we may have outgrown the original use of leveling.
For this piece, I talked about the implications of crunch when it comes to working on a videogame, and what they mean as an Indie or major studio.
An essential element of videogames, and by extension any game, is having a win and lost state. One aspect we have seen to add more weight to a game’s design is the use of “punishment systems” — systems that penalize the player beyond the initial lost state. However, we’re going to talk about why kicking the player when they’re down is not the best way to motivate them to keep playing.
For this part of our live show, we had a discussion about some of the harsh truths when it comes to game development and wanting to get into business making video games.