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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SuperMario3dworldgamefreaks

Normally my posts inspire critical thought pieces on the Game-Wisdom YouTube channel, but we have the reverse today. Thinking about game progression and what keeps people going, I want to talk about the high mark that all game designers should strive for when designing their games.

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