I recently started playing Warframe and have spent about 40 hours in it. I don’t think I have gone through even 10% of the total available content. Frankly, I have no idea of how much is left. Sure, there are the story missions that form the core of the game. But there is so much … Continue reading FTUE – What should I teach my players?
Complexity in Game Design is a heavily debated topic. In his blog, Dan Felder chooses to categorize complexity into 3 distinct categories. Comprehension complexity – the difficulty in understanding what the designer is trying to communicate; Tracking complexity – the difficulty in keeping track of, or remembering everything that the designer taught you; and Depth … Continue reading Complexity, Dominant Strategies and Balance in Upwords
With the recent developments that led to a state of global quarantine, I found some time to start playing MMO games again. A friend and I were wondering which game we could play together and whether we could get others to join us. We noticed that not everyone liked the same kind of game as … Continue reading How do multiplayer games emulate social interaction?
Adventure games have been around for a while. Especially the point-and-click variant. Many have spoken about how adventure games suck and what they should or shouldn’t do in order to make them enjoyable. Even the adventure game expert, Ron Gilbert has struggled with making something that is unanimously accepted as brilliant. Broken Age, the crown … Continue reading How should Point and click Adventures evolve to ensure they survive?
Recently, my friend wanted to look at my Steam library to see which games I had. I categorize my games into 4 categories – untouched, in-progress, completed and boring. He asked me why I have completed only a small percentage of games that I own. That question hit me like a brick. That’s when I … Continue reading How can single player console games improve completion rate?
A couple months ago, I found myself working on a game/experience as part of my coursework (Read more). As a team, we wanted to take the opportunity to experiment and explore social interactions between 2 players in VR. During our early prototypes we chanced upon a mechanic that made players stay in the experience for … Continue reading Oddly Satisfying. But Why?
Overview That Level Again is a puzzle based mobile game that encourages out-of-the-box thinking to solve the puzzles. The concept is that the same level (visually) repeats itself several times with a different rule that has to be discovered. Art Programmer art 2D fixed screen Simple, yet informative visual elements Basic animations Design Platform jumping … Continue reading That Level Again
I played Trigger Heroes on my Android phone a few weeks ago and felt it was a nice experience. So I thought I’d do a small breakdown of the game and share it with the world. First off, the art style is what struck me. It felt like an old school Gameboy Advance game that … Continue reading Trigger Heroes