For today’s video, I talked about Random vs. Fixed pattern enemy design in video games.
News continues to grow regarding regulating Loot Boxes and their impact on game design, monetization, and consumer behavior. At this point, we must be in the hundreds as to videos or posts decrying the use of loot boxes.
However, it’s important when studying loot boxes to look at why they’re so popular, and when the line gets crossed into predatory practices.
If there are two concepts that are opposed to one another in game design they would have to be skill and RNG (or Random Number Generator). They each have their own foundation in action and RPG design respectively, and many games that try to combine the two face an uphill battle. Understanding what both elements mean for progression is essential for any game designer who wants to skillfully roll the dice.
For this Critical Thought, I talked about Quality of Life issues and some of the major red flags in game design for when you need to improve your playability.