You are responsible for all that you do, all that you don't do, and the consequences thereof.
Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Monday, May 01, 2017

Game design patterns for building friendships

http://www.lostgarden.com/2017/01/game-design-patterns-for-building.html

Wednesday, September 24, 2014

Saves Go In the Save Place

http://www.shamusyoung.com/twentysidedtale/?p=21611

Monday, July 28, 2014

Divinity: Original Sin

I recently played Divinity: Original Sin. It proved to be a better game than I had expected.

One of the simple mechanics introduced in the game very early on, is something I've realized is missing in most games. I can spill oil on the ground, then light it on fire. The green ooze/poison stuff is explosive if burned. If I hit an enemy that is on fire with poison, it will explode causing extra fire damage. A spell available in the first town, that can be cast (theoretically) by someone at level 1, makes it rain. The rain makes characters wet. Wet characters are harder to burn. These are all really simple concepts that make a much richer game mechanically.

Objects can be moved around. I beat a boss by abusing this. Arranging the vases in the room, messed with the Boss' AI so that instead of starting the fight by blasting me with a big spell, they ran around all the vases and swung a sword. Another time I managed to place a bunch of oil barrels around a room, before starting the fight by attacking them with fire. The fight was basically over as soon as it began.

The game certainly isn't perfect (it seems to reward save-scumming rather heavily) yet it seems very much like a big forward leap for it's genre. It isn't simply more of the old stuff, like so many other indie RPGs have been. Divinity: Original Sin has raised the bar, providing new mechanics and ideas for everyone to (hopefully) raid and pillage for their new games.

Thursday, September 13, 2012

Guild Wars 2 (opinion: First impressions)

My first impression of Guild Wars 2, is that it's an excellent game for explorers who want a world full of sights to see, places to discover, and events to stumble upon. It doesn't grab me as well as other games do, nor hold me in it as strongly. However, it has possibly the best immersion I've encountered in an MMO, with a very beautiful world and some of the best rewards I've encountered for exploring it.

PvP lovers will love the fact that it's possible to dive right into PvP without needing to gear up or level up first. Levels help, by unlocking utility skills and talents, but they aren't required.

The area where Guild Wars 2 seems weakest, is story. What story I see seems nice and pleasing. Unfortunately, it's rather spread out. I'll do a story mission or two, then have to run around doing random things to gain xp before I can continue the story. Exploring is great, PvP is great, but the story feels like it's in pieces, with large gaps in between where I'm forced to do something else before I'm allowed to continue. I think this is the main reason I find it so easy to put GW2 down and switch to something else.

If you want a big open world to explore and discover, Guild Wars 2 is excellent. If you want massive armies of players colliding in world vs world vs world PvP, Guild Wars 2 is excellent. If you want a story that grabs you and doesn't let go... The Secret World is excellent.

Okay, that's a total change in topic, but I think it is rather amazing how different The Secret World and Guild Wars 2 are. Pretty much everything The Secret World got wrong, Guild Wars 2 got right, and everything Guild Wars 2 got wrong, The Secret World got right. It's weird, and amazing. I hope both do well.

Things other games would do well to copy:

Guild Wars 2 has effective level adjustments to ensure people never outlevel content. It also uses this to help players be effective in PvP regardless of character level.

Having escort quests, defend area quests, and kill target monster/boss quests all be open missions is great. Makes a lot more sense, and helps keep everything immersive.

Tuesday, September 11, 2012

A Team Of Seven Is Making A Game That ‘Shouldn’t Be Possible’

http://kotaku.com/5938305/a-team-of-seven-is-making-a-game-that-shouldnt-be-possible

This is the power of community assisted game development. I really hope they succeed and show other companies the value of their development model.