Cuphead (2)

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.

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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.

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Darkest Dungeon

Grind is a concept that no gamer wants to experience, and yet, it’s very hard to nail down what it is. Some genres like to boast that they’re about grinding, but they may not really be a grind. We’ve talked about the difficulty of defining grind previously, and it’s still an important element for designers to consider.

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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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