A fan question regarding flight sims turned into a mini discussion about niche video games and why just because you can make whatever you want doesn’t mean it’s going to sell well.
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.
Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.
Everybody likes to talk about win states and rewarding the player for playing their game, but there are very few talks on the punishment for failing or fail states. As game design has evolved over the years, so has the different ways to fail a game. For today’s post, we’re going to look at the hierarchy of fail states, and how there is more than one way for the player to feel the sting of failure.