Remove Data Remove Fighting Remove Game Designer Remove Mechanics
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7 Ways to Drastically Improve Your LiveOps: Learning from Clockmaker

Deconstructor of Fun

Events with different mechanics sometimes complement each other, but at other times they divert players' attention, resulting in reduced activity and monetization. Many game designers will instantly say: "How can we show the player the same thing? Plan content looping during the feature design phase.

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Mordhau on consoles: “A lot of smoke and mirrors go into making things hit”

PreMortem.Games

This is a completely different beast from a shooter.” “ Mordhau at its core has always been about melee combat”, says Jonathan Dunn, Game Designer at Triternion. This led us to design the combat not as a means to end an engagement, but as a vehicle for player expression and creativity.

Console 104
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.

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Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
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Why NYT’s Connections makes you feel bad

Raph Koster

I thought it would be interesting to contrast this to Word Dad , a puzzle game made by my friend, master game designer John Cutter. The main difference between a game and a puzzle is that a puzzle has one real solution, an optimal way through the challenge. But it’d be a lot of manual labor, probably.

Puzzle 119
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Fantasy Strike's Features

Sirlin

I’m aware that this is a subjective claim, that people will be skeptical, and rightly so because so many other fighting have done a questionable job with “accessibility.” User Interface for Friend Matches This is the kind of innovation that isn’t new to the world, but it IS new to fighting games. No, not to my knowledge.

Fantasy 52
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On Backtracking in Roguelikes

Grid Sage Games

Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!)