Christopher Gile's Member Blogs
The differences between "Enter the Gungeon" and "The Binding of Isaac" gives us a great chance to examine how the level of dependence between attack and defense chance the feel of a game.
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.
Guns are best used from a distance, so how does DOOM get players to act like DOOM Guy and run right at enemies?
Competition can be used to help make cooperative games more interesting for players of vastly different skill levels to play at once.
Poison is typically a little damage over a long time, so how can we implement the core of that idea in a game with discrete health like Enter the Gungeon?
Achievements are a part of the game and can warp a player's experience of it. This is both a good and a bad thing.
Final Fantasy X-2 is a flawed game but I absolutely love its job system and I want you to love it too.
What is fascinating about Yoshi's Island's Health System is that every mistake has to be explicitly made up for.
Ammo in BioShock prevents the player from only using one type of weapon and playstyle. This isn't true of Plasmids and that is a problem.
As you play a game you get better at it but what can Mario games tell us about how game mechanics can amplify or lessen the effects of that skill gain? Why might we want to lessen it? Why might we not want to amplify it?
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