One of the things that we’ve seen recently is a wave of games that I like to call “dumb fun”, games which cater to the lowest common denominator and sell widely, like Call of Duty and really just about anything EA makes, barring The Sims and its ilk. However, I think as game designers it’s important to consider that while simplified and streamlined explosion presentation devices are certainly a pathway to commercial success, it is possible to receive just as much enjoyment from a game that requires a little more thought. Continue reading “Game Design: Fun Complexity”
There are seven core tenets of game design that are equally applicable to both tabletop and video game creation. Over the course of the next few weeks, I’ll be writing on all of these, which are:
- Difficulty and Complexity
- Player Accessible Mechanics
- Player Inaccessible Mechanics
- Player Role
- Market Continue reading “Game Design: 7 Core Tenets (Intro, Difficulty and Complexity)”
I’ve never played The Elder Scrolls: Daggerfall before, but the other day I downloaded and got it set up in DOSBox. One of the things I noticed is how much more stuff there was in Daggerfall than there was in Morrowind, but how little my unfamiliarity with Daggerfall hurt me in terms of how I made up my characters and how I jumped into the game with relatively little guidance.