Diego Ricchiuti's Blog
"Technologia Omnipotens Regnat"
Hi I'm Diego, I'm a Creative Director, people-focused, goal-driven, game designer with experience in managing diverse team from AAA to indie. I also work as course leader of the Game Design degree in Rome.
A brief article about how MTG editorial vision has changed in the last year
Are video games too difficult? Should Dark Souls have an easy mode?
There is no real answer to these questions, but if a team decide to implement an Auto-Mode it should avoid the most common mistakes
Magic Arena the last product of the Magic the Gathering franchise, it isn't really MTG, it is a new game, with a different gameplay and a different audience.
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
An article about how the conflict between narrative and gameplay has been a problem for the Kingdom Hearts 3 story and characters.
A brief overview of the Don-Ay platform and how a donation game is strucured
Diego Ricchiuti's Comments
[Blog - 05/18/2020 - 10:19]
[News - 10/29/2013 - 12:00]
I totally agree, the vision ...
I totally agree, the vision in the article is way to narrow and philosophical instead of practical what is an oak r n What nobody seems to notice is that today 's cutting-edge technology is tomorrow 's silly fad , true lavalamp failed, but smartphone or VR did not, every ...
[News - 05/07/2020 - 06:11]
Me and my family are ...
Me and my family are huge fans of Jackbox Party Pack games, however the lack of localisation has always been a huge issue especially the game voice over is great , I honestly think that the voice over is one of the biggest feature that a remote play could hurt
[Blog - 04/10/2020 - 11:20]
That 's a really interesting ...
That 's a really interesting article, I 'm curious how does the force field mechanic works only static mesh have it creatures have it too
[Blog - 03/31/2020 - 12:21]
I totally agree with Ben, ...
I totally agree with Ben, your distinction is true because lootboxes are designed to drive monetarization, therefore are designed with incredibly low chance of high reward and high chances of trash-tiers or different selling point for each tier. However that 's a design decision based on their objective, a game ...
[Blog - 03/20/2020 - 05:28]
Finally, so many young designers ...
Finally, so many young designers makes the mistake of putting immersion in the sense of in-world realism before the player experience, but the player experience is everything is something is useful for the player, increase the gameplay experience or is cool enough you can break the world immersion