Red Dead Redemption 2 Windows Central

Realism has been a never-ending mission for game developers since the days of the Atari. Over this past decade, we have seen game designs that attempt to simulate elements as realistically as possible and game engines that push graphical fidelity close to real-life. However, realism often gets in the way of accessibility and playability, and leads to me ask: is there such a thing as too much realism?

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For today’s video, I talked about Random vs. Fixed pattern enemy design in video games.

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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.

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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.

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