Saturday, October 13, 2012
Save-scumming is Perverse Optimization
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XCOM uses a technique that Firaxis also used in Civilization games since Civilization III to prevent save-scumming: the seed used to generat...
10 comments:
Wednesday, September 19, 2012
Games From the Ground Up: Primordial Play
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In order to understand game design, you must first understand play. Play is experimentation. The concept of playing with your food and the ...
1 comment:
Saturday, July 28, 2012
Stagnant MMOs
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This is a response for a discussion in the comments on Spinks' post Bring on the clones . I find that both the ways in which players ...
5 comments:
Friday, July 20, 2012
Uncapped PvE Content and Prestige
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Spinks pointed out the irony of WoW's 10-man raids: namely that the raids are too small to sustain a guild around a 10-man raid team. R...
Wednesday, June 13, 2012
Towards Smarter Loot Systems
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The typical way that I see loot working in ARPGs is simple randomization of attributes based on item type and a percentage chance. Roll a ma...
10 comments:
Saturday, May 19, 2012
The Specialization Trap
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A trap that many ARPG designs fall into is overspecialization in the face of relatively permanent character advancement decisions. Path of E...
2 comments:
Friday, May 18, 2012
"Fun", Biases, and Game Design Analysis
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I prefer to analyze games as mechanical systems that can aim to produce certain kinds of experiences that fall in the group of experiences w...
1 comment:
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