Over the years I’ve had the luck to speak to developers across the spectrum in terms of success. From those who just released their very first commercial game, to experts with decades of experience working in the industry. Their success in the industry is just as varied, and I had to talk to people about how the last two to three years of their life produced a game that no one wanted to play.
Everyone wants to talk about the big successes, underdog wins, and game changers, but rarely do we hear about the failures. For today’s post, it’s time for another sobering talk about the quickest way new developers fail in the Game Industry.
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.
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.”
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.