Caleb Compton's Member Blogs
With the recent mass shootings there has been a lot of talk about violent video games and their potential role in causing violent crime. In this video I break down the data and find out whether this link is real, or just rhetoric.
A look at why moral choices in games often don't feel impactful, and how they can be done better.
I sit down with the Head Designer of Vicious Circle, the newest game from Rooster Teeth. We discuss how the game came to be, and some of the lessons learned along the way!
Nobody likes feeling powerless, especially in video games. If your game makes players feel this way they will often simply put it down and play something else instead. This article looks at some common causes, and potential solutions, to this problem.
While the news loves to talk about the negative side of gaming, like gaming addiction or loot-box gambling, the positive side is rarely brought up. Games can benefit players in many ways, from improving memory to meeting new friends
We've all seen bad educational games, which often come across as a poorly connected series of boring minigames. However, educational games don't have to be boring. In fact, many of the best examples can teach players without them even realizing it!
Have you ever played a game that punished you for doing well, or went easy on you when you struggled? That's an example of Dynamic Difficulty Adjustment gone wrong. These systems are everywhere in games, and when done well you'll never know they are there
Sometimes, in order to create the experience they want for players developers have to get a little...sneaky. This article looks at some of the hidden mechanics that developers have placed into games throughout the years.
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Difficulty in games is a topic that has gotten a lot of discussion in the last few months. Are modern games too easy, or is that just what players want? Should players be able to choose difficulty, or does that dilute the gaming experience?
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