DarkSouls (2)

Over the years I’ve had the luck to speak to developers across the spectrum in terms of success. From those who just released their very first commercial game, to experts with decades of experience working in the industry. Their success in the industry is just as varied, and I had to talk to people about how the last two to three years of their life produced a game that no one wanted to play.

Everyone wants to talk about the big successes, underdog wins, and game changers, but rarely do we hear about the failures. For today’s post, it’s time for another sobering talk about the quickest way new developers fail in the Game Industry.

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Darkest Dungeon

Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.

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Payday2 (7)

From a previous industry insight over on the Game-Wisdom YouTube channel, I discussed the challenge of raising the price of your video game after its been released. These days with Games as a Service being a popular model, we are seeing more games given the post release support. Knowing how to add value to your game is a big deal when trying to earn more revenue from it. For today, we’re going to break down the three most common ways developers will work on a game following its release.

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Gwent (4)

Video game balance is a multi-layered topic that varies depending on the genre and design. From spells in a RPG to cards in a CCG, we could have posts dedicated to all of them. However, every game ever made in terms of balance boils down to three variables for the designer to think about.

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