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.
Recently I had a chance to play through Yooka-Laylee: A game pitched, designed, and executed as a throwback to 90’s 3D platforming. The game wasn’t bad, but it didn’t do anything to stand out in terms of design. With how hit-driven game development is, does playing it safe not work anymore?
Game Design is a tricky thing to do, and every video game these days is inspired in some way by something that came before it. The ability to look at a design or game system and grow it in a new way has led to some amazing games. However, there is a tendency to try and directly use one’s game systems, and it gives us the chance to talk about the harsh lesson of the “WOW Effect.”
From this Game-Wisdom Live segment, Rob and I talked about Stonehearth and the issue of knowing when a game is finished.