Today’s Critical Thought turns to Survival Games and the genre. While it was popularize in a sense by Minecraft, Survival Games have become very diverse in their design and challenge. I talked about some of the major pulls of the genre and what is attracting people to virtually roughing it.
As you know, I play a lot of video games of many different genres across all platforms, but there are some that I just can’t get into for one reason or another. These games and genres may have huge fan bases, beaming reviews, and are constantly on a lot of peoples’ must play list, but they do nothing for me. For today’s post, we’re going behind the curtain once again to take a look at some games that despite being a lover of game design, I just cannot play no matter what.
Recently, I tried and ultimately found myself not enjoying the open-ended game Satellite Reign. One of the things that bothered me about the design and was a bullet point the developers were pushing, was saying that the mechanics would lead to “Emergent gameplay,” that would let the players shape the situations around them. Having given up playing the game, I did not find it to be emergent at all and I wanted to explore this concept further, because this is one of those dream game design concepts that designers can (and have) chase.
Replayability is a huge factor for a lot of gamers and one of the best ways to make a game replayable is to design it so that the game itself creates content. There are two philosophies that are used — Randomly generated and procedurally generated. However these two terms tend to be used interchangeably even though they have very different functionality. For today’s post we’re going to examine these two concepts and what they mean for game developers.