Killing Floor 2 is the follow-up to the popular mod turned full game Killing Floor. Developer Tripwire Interactive has spent the last few years working on the sequel and taking it to Early Access. With the game finally out, we have a title that is blast from the past, but kind of ends with a whimper.
Digital goods have been becoming less virtual and more about real money over the years. Starting with Team Fortress 2, the ability to buy and sell virtual items was innocent enough at the time. Lately, it’s become a big deal and a huge moneymaker; with a huge scandal involving Counterstrike GO skins and gambling.
It’s no longer simply about fun and games, but gambling and real money at stake. And this presents today’s topic: Should video games be set up for economy systems?
Cooperative games have become very popular with the rise of broadband technology and the ability to easily connect to people directly in game. Titles like Left 4 Dead, Payday, Forced and Helldivers, all let friends and random people a chance to work together with using unique forms of game design.
The genre is one of my favorites and I’ve spent more time than I can remember playing Left 4 Dead 1 and 2. With that said, the genre is a challenge to design for and there are some important considerations to understand and allow for when designing a game in it.