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.
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?
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?
This week on the cast, Charles from Jarrah Technology returned for a post mortem discussion on what’s been happening with his game Concealed Intent.