Today’s Critical Thought is about the concern over small games: Titles designed around a cheap price and only a few hours or less of gameplay. With the concern about the race to the bottom, can games that are already at the bottom survive in today’s market?
Also, I talked about a new idea for a Patreon goal to add more content to the channel, let me know what you think in the comments.
In light of the reported issues of Mighty No 9’s problems at launch, it was a great pleasure to have a chance to check out 20XX: a rogue-like mixed with the classic Mega Man-styled design. The game has a great chocolate mixed with peanut butter-like design, and while it’s not finished yet, this is a great game to look forward to.
A recent post on Gamasutra regarding Early Access got me thinking about the platform. Early Access like kickstarter has been embraced by game developers as a means of funding their games and getting the word out instead of the usual means. When it works, games like Invisible Inc, Darkest Dungeon and Prison Architect have been massive successes. When it doesn’t, you have games that either the developers disappear or the game fails to make any impression.
Having a successful Early Access cycle is about knowing what to do with the platform and how best to present your game; taking us to today’s post.
Team Fortress 2 in my opinion is one of the most fascinating games ever made. Valve managed to transcend both the retail market and the game’s original design and transformed it into something all its own. It’s also known as the first non MMO retail game to not only last for over seven years, but the first to go F2P with microtransactions. Many companies have tried emulating this success (Very recently Overkill Software with Payday 2,) but no one else has managed to do it as well as Valve and what I wanted to talk about today.