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?
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.”