Today’s video looks at the idea of making a game confusing or mysterious to learn, and why this often backfires on the developer.
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?
Recently I tried the Kaizo hack known as Invictus, and in 30 minutes I racked up 100 deaths; not even getting to the first checkpoint. Over the last two months, I’ve played over 50 platformers while working on my next book, and this is the first time that I am just stopped dead in my tracks. With a sore hand, I’m left asking this question: Is Kaizo good game design?