Caleb Compton's Member Blogs
Loot boxes have been a hot-button issue over the past couple years. Players tend to hatethem, some lawmakers want to ban them, but although they have lost some popularity designers keep making them. With all this controversy, should they be made illegal?
For Rempton Games' first video article we dive into the world of Persona 5. In this video I will analyze the UI, music, writing, and budget management of this game, among other aspects.
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!
One of the most satisfying feelings in any competitive game is being able to perfectly predict and counter your opponent's moves. This feeling is called Yomi, and it doesn't come for free. This article looks at how to design your game to allow Yomi.
Games are all about decisions,from role-playing choices to picking between various strategic options.However, there is one type of choice that is difficult to pull of - moral choices.Many games try,but is it really possible to have moral choices in games?
We all love playing and designing games, but there are some games that we will never get to play. These games only exist in the world of fantasy, but that doesn't mean they can't teach us anything about game design.First up is Quidditch from Harry Potter
Last week we talked about the first component of maintaining player morale - avoiding the hopelessness that comes when you have no chance of winning. This week we look at the second piece - making players feel that their strategic decisions matter.
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.
The third and final part in my series that explores how games can take players through the hero's journey, one of the oldest and best known storytelling frameworks. In this section, return, the hero has completed their task and returns to ordinary life.
Last week I began a series on video games and the Hero's Journey. The first part covered the first section of the journey, known as departure. This week is part 2 of 3, and covers the second portion - initiation.