Remove Balance Remove Concepts Remove Development Remove Terrain
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” Whereas games that promote mindless violence might not offer significant value, others that foster creativity, connection, and learning can be instrumental in developing critical skills.

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Rebalancing Cogmind

Grid Sage Games

A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Due to these shared characteristics, while cutting across slot types, it makes sense to work on their design as a group--they’re balanced against one another as much as they are against other parts. Alien Artifacts.

Balance 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Moria’s descendant Angband also included ego items ( over 100 properties), but expanded the concept of randomized items even further by adding the option to activate “Randomly Generated Artifacts,” abbreviated “randarts.” Cogmind’s Strictly Static Items.

Data 52
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On Backtracking in Roguelikes

Grid Sage Games

More than once over the years we’ve had discussions in the roguelike development community regarding the idea of “backtracking,” and with good reason: whether or not to allow it has quite a lot of implications! In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!)

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We Dwell in Possibility as queer gardening simulation

Radiator Blog

Naked simulated AI people ("peeps") arrive and flow across the terrain. In her excellent book Narrative As Virtual Reality , Marie-Laure Ryan outlines some common understandings of virtual: virtual as "digital": inspired by computer concepts like virtual memory. It's a zoomed out perspective, it's not immersive, it's a simulation.

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The Depth Project

Game Design Advice

I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al.

Feature 40