Last week on the podcast I spoke with Chris Park from Arcen Games about open ended game design and he shared his thought process. And similar to my cast with Ernest Adams, we had a great discussion on game design that needs to be explored further for people interested in learning about design.
This time we’re going to talk about a useful way of creating a baseline for your game and establish a foundation to build on.
This week on the Perceptive Podcast, I was joined by returning guest and owner of Arcen Games Chris Park to catch up and had several fascinating discussions on game development.
Playing through Arcen Game’s latest strategy title: The Last Federation, I was having trouble understanding it. And part of the problem was that I was left unsure as to what I should be doing and how were my choices impacting the game. This brings up the importance of making informed decisions with gameplay and why complexity is not always your friend.
Arcen Games despite releasing a lot of games in 2013 is probably known best for their massive sci-fi strategy game AI Wars. Since then, they have tested the waters with strategy design either as a Meta layer in A Valley Without Wind 2 or something all together different like Skyward Collapse. With The Last Federation, the developers return to space with one of their biggest (and confusing) games yet.