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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Talos Principle

One of the hardest challenges of designing a game is knowing when to end development/the game. We’ve seen games come out way too soon with unfavorable reviews and broken design. Just like how there are games that take forever to come out and the time didn’t translate into greatness. Today’s post is going to be more on the philosophical side of things, and examine how much you can get out of your game mechanics.

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