For this week’s cast, game designer Chris Payne and I talked about the concept of “feel” when it comes to game design and gameplay. How some games just feel right in the player’s hands, while others are just uncomfortable to play.

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Binding of Isaac Rebirth (3)

Persistent systems have become an effective way of smoothing out the difficulty curves of rogue-likes, and provide replayability and progression to many video games. Despite their popularity, there are ways to cause the player to lose interest in replaying a game.

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SuperMario3dworldgamefreaks

During a recent live cast, we got on the discussion of the company culture in the Game Industry. Just because studio names like Naughty Dog, Blizzard, Bungie, and more are still around, doesn’t mean that they’re the same studio when they were creating their hits. People go on to new jobs or are fired, but no matter the case, the studio changes.

And this creates an interesting and challenging topic to talk about: Just who is responsible for the success of a video game?

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The Last Federation (3)

In the past we’ve talked about all manner of tutorial design and philosophy on Game-Wisdom. Such as: The elements of a good video game tutorial, how to structure it and so on. For today, we’re going to set all that aside and talk about one simple fact that many indie developers still haven’t grasped: Every game needs a tutorial.

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