Today’s Critical Thought is about the use of Collectibles in game design. I talked about how things have changed and the current function in modern titles.

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InfiniteSpace3_1

Video game length can be one of the hardest aspects to nail down when it comes to fine tuning a game concept. It’s difficult to figure out just how long you can make a game with your given systems. Some titles feel too short, while others become a slog to play. For today’s post, I want to talk about a trend I see with Indie games and the use of “lunch break game design.”

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Today’s Critical Thought looks at the philosophy of mixing game genres to create unique examples of game design. On the small end, it’s having different minigames in one title. On the large end, we see games that are made up of multiple systems and genres to create something new.

This is a lofty task, and I talked about some of the inherent risks that go along with it.

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Today’s Critical Thought is on the topic of multi year game development and the risks involved. The more time spent on a game leads to more risks in terms of being able to break even or profit on it. I talked about this and the balance of art vs. business. Once we start talking about games taking years to be made, it calls into question if there were any problems that came up while being developed.

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