Today’s video looks at the idea of making a game confusing or mysterious to learn, and why this often backfires on the developer.
Today’s video looks at playability when it comes to improving a game’s design examples of both good and bad in popular games.
The recent discussions surrounding Pokemon Sword and Shield and my own thoughts on Anno 1800 frame today’s discussion on developing multi-year franchises and what does it mean to keep adding content to sequels.
Besides amazing graphics and incredible gameplay, the reason why games such as God of War, Need for Speed, or Counter Strike are so popular is in the skills they teach us. All great games make you feel better in real life, which is why players continue to return even years after release. But how exactly do you design real-life skills in the game?