The idea of supporting games and continuing game development way after their release has gotten serious traction over the last decade. We’ve talked about Team Fortress 2 as the prime example, but we’re seeing recent cases where developers continue to work on a title way after its release. Sometimes, this is for growing the brand or keeping the game alive, such as with Payday 2. Then there are the situations where a developer tries to right a wrong or recover from serious launch problems, such as Planetary Annihilation or Skyshine’s Bedlam.
Whatever the case, it does bring up an interesting discussion on game development and how this affects both the developer and consumer.
We’ve talked about plenty of industry trends in the past, from digital distribution to game sales and so much more. For today, I want to touch on something that is really affecting how games are being designed, sold and consumed by the audience, and that is the act of long-term game development and how it’s changing the basic foundation of game design.
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.
This week, I was joined by Timothy Wetzel from the site: A Paladin Without a Crusade to talk about Microtransactions and the recent Payday 2 situation.