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.
This past year has been great in reaching out beyond just the audience here to people in my local community about videogames and game design. However, the study of game design continues to be a mystifying art for some, and it hasn’t gotten any better since I started Game-Wisdom 7 years ago. With the growth of the industry and being accepted worldwide, there really needs to be more than just a handful of discussions about game design.
For this cast, I spoke with Glen of the studio Sprite Wrench to talk about his first game Grimm and Tonic, and what it’s like to be a game designer in a third world country.