Dark Souls 2 (1)

With all the games I’ve played via Game-Wisdom and studying for my books on game design, I’ve picked up a lot in terms of game design philosophy. For today’s post, we’re going back to basics and discussing how every videogame every made falls into one of two schools of design.

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For this week’s cast, game designer Chris Payne and I talked about the concept of “feel” when it comes to game design and gameplay. How some games just feel right in the player’s hands, while others are just uncomfortable to play.

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Today’s Critical Thought looks at the use and development of overpowered gameplay: Options that are just too good to be used constantly. I talked about how these mechanics are balanced for their respective games by either limiting their functionality or putting a unique constraint on them. I also touched on the concept of multiplayer balance in team-based games like LOL and Overwatch.

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Today’s Critical Thought is on the importance of gameplay feedback. Feedback, whether for action or abstracted titles, is a vital component of learning and growing. Without it, we’re not able to process what our actions are doing. I talked about some major examples of why you need feedback and how it relates to UI design.

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