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The Deck of Many Things: Peak Game Design

The Bottom Feeder

I often complain about modern design being too over-balanced and tight-assed. There's too much control-freakery in modern games. So I want to sing the praises of the craziest of all designs. The "evil" races are a manifestation of the occasional need to fight for our survival, on an individual or national level.

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How Splitting Point caught 80% more bugs with real-time data

Game Analytics

They could check logical problems in the game design itself by using custom design events. Now that Splitting Point had the data they needed, they were able to fix bugs and game design issues with every new update. Rage Runner is a game where the player races along a speed course.

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The RPG Report, and the worst things in RPGs

Keith Burgun

Anything with “evil race has come to the land” Demons, orcs, whatever, is all bad, because these are all stand in for “people” There is a way you can do it where it comes off as more of a “force of nature”, almost like a huge storm or something, which is an improvement. Let’s get into the list.

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Design Principles: Crafting Interesting Choices, part 2

Ask a Game Dev

However, I don’t want to leave things too abstract - game design is about taking an idea and translating it into real game rules and mechanics. Today, I’ll go into some more specific implementation principles that designers can use while crafting their choices in order to get the player thinking.

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Bucking the Recession in Mobile Gaming

Deconstructor of Fun

What’s really noticeable in the Merge Mansion’s stride is the investment into the narrative in both game design and the creatives. The Idle Games have seen renewed growth with IP-driven games like The Office and RuPaul Drag Race, which are both keeping up their revenues despite the decline in downloads.

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Design Principles: Crafting Interesting Choices, part 2

Ask a Game Dev

However, I don’t want to leave things too abstract - game design is about taking an idea and translating it into real game rules and mechanics. Today, I’ll go into some more specific implementation principles that designers can use while crafting their choices in order to get the player thinking.

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7 Ways to Drastically Improve Your LiveOps: Learning from Clockmaker

Deconstructor of Fun

Many game designers will instantly say: "How can we show the player the same thing? Yes, in an ideal world of paid games, this could be true: a unique gaming experience is played only once. Reusing content The next thing on our list is reusing and looping content. They're not going to play it again.