Last week, an interesting discussion happened on Twitter following Cuphead’s win at the DICE awards. The executive producer talked about the challenges of designing the game and how they went all in; taking a second mortgage out on their house to finish the game. Many indie developers talked about how this is not the norm of what it means to develop a game over a long period of time.
For today’s post, I want to talk about something that no game designer wants to hear: How do you know when to stop working on your game?
Persistent systems have become an effective way of smoothing out the difficulty curves of rogue-likes, and provide replayability and progression to many video games. Despite their popularity, there are ways to cause the player to lose interest in replaying a game.
During a recent live cast, we got on the discussion of the company culture in the Game Industry. Just because studio names like Naughty Dog, Blizzard, Bungie, and more are still around, doesn’t mean that they’re the same studio when they were creating their hits. People go on to new jobs or are fired, but no matter the case, the studio changes.
And this creates an interesting and challenging topic to talk about: Just who is responsible for the success of a video game?
This week on the cast, I sat down with Colin Sullivan who is head of legal at Patreon and has studied video game law for a high level talk on some of the legal issues facing developers and the Game Industry.