Remove Game Designer Remove Mechanics Remove Sandbox
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SR Pillars Part 2: Easy Surface, Much Depth

Raph Koster

This week, it’s all about the second set: The Ease of Nintendo Meets the Depth of the Sandbox MMO The game will be deep: a set of proven game mechanics brought together in one universe. (If you missed last week’s, it’s here , and I expanded on it on the blog here.)

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Raph Koster talks metaverse design

Game Daily

Raph Koster is one of gaming’s most renowned designers of online play worlds, like Ultima Online and Star Wars Galaxies. As author of the highly influential book A Theory of Fun for Game Design, he’s a sought-after commentator on the state of gaming. “These days.

Media 52
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Many games still use this approach nowadays (after all, if it’s not broken, don’t fix it) but, increasingly, game design has been moving from “individual stages” to “open” or “continuous” worlds where the boundaries between levels disappear. Creating games this way is, as a result, more challenging.

AAA 145
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Garrisons 2.0

Grid Sage Games

I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture. …alert level xD. That’s a problem.

Beta 52