Any particular game could have so many great qualities. It can have excellent mechanics, good competitive play, or a nice art style, and so many other things. One quality that I value very highly is how a game handles exploration of its environment. To me, games have always had the potential to be the ultimate story telling medium. Having an intelligently built world for a player to explore is very beneficial to a game's story telling. To get a player immersed in your game you want to have an interesting world that offers experiences that are genuine to that world. There are many games that do this amazingly well, but I have picked out the 7 games that I think have well realized worlds and best embody exploration, adventure, and wonder. Read on! ...continue reading 7 games of exploration and adventure!
As someone who helps people bring their game designs to life I run into a lot of misconceptions about game design. Today I'd like to talk to you about a misconception a lot of aspiring game designers have. That bad behavior is picking and choosing your favorite mechanics or systems from other games and putting them into yours. It kind of makes sense that good + good = great, but that is usually not the case when it comes to game design. This is the equivalent of cooking a recipe with seemingly random ingredients. Read on to learn how to focus on a game's core gameplay.
Hey guys, things have been busier than ever over here at Mad Science, We have lots of great things that we are working on! I just finished a level design sketch that I would like to show you! Read on for an image and a few tips.
My Dos and don'ts of Free-to-play game development article turned out to be pretty popular. It sparked some great conversations with fellow game designers about their own experiences.
Based on those conversations I came up with a few additional tips for Free-to-play games.
In this article I'm going to tell you a little bit about some changes in ToT's level design! The new levels are pretty unique and exciting and I'm looking forward to telling you all about them. Read on!
If you follow this blog at all, chances are you either make games or are interested in making games. If that is the case you have probably spent some time thinking about free-to-play or "freemiun games".
Love it or hate it, free-to-play is here to stay. I've worked on dozens of these free-to-play titles and I wanted to share my free-to-play do's and don'ts with you. Read on!
This is but the first in a new type of post I will be making on our Dev-Blog. I'll talk about particular games and what makes them interesting from a game design perspective. I wanted to start with my all time favorite game Final Fantasy VI. It all starts below the break.
Some of you may remember that a few months back we began revising the UI for the battles in Tyrant of Terror. We took it from something that was just thrown together to something laid out pretty intelligently. I finally got around to giving the UI the attention it needed to be really awesome. Read on to see some sweet interface action.
So we are nearing the end of another generation of consoles. This is a good time to look back on the games that have been released over the last few years. I came up with a list of 26 games released after 2006 that had interesting game design lessons or innovations, I want to talk a little bit about each one. Way more after the break
I'd like to talk about the stats of Monster units in Tyrant of Terror and how these govern their behavior.