A Podcast and Blog following my studies in Game Design as I prepare myself for a career in Game Development, pour yourself some tea and join me for some Video Game Design microessays.
Just a quick musing about my fears about making something Good, Bad, or Mediocre.
Sometimes "Innovation" is a vain pursuit that only ends in a game or product coming out flat, disappointing or even just bad.
I hear a lot of people expressing their distaste for one of my favorite mechanics of 2017's Legend of Zelda Breath of the Wild. Basically the title says it all.
Alexey Pajitnov changed puzzle games forever with a game so simple it can be played on a watch. http://designdiary.mrmoon.cf/
Kirbyism is a design philosophy for games that helps makes games fun for everyone :)
Dont have time to make a full essay so I made something that takes a bit less time for me to make, just this week, normal stuff next week lol.
Sometimes works seem to be terrible because we know the potential they hold...
Maybe the real Demon's Souls were the friends we made along the way...
The most open ended game of all time was published way back in 1974, and I am sure you've played it.
Recently I've been fascinated by how effective the design of Super Mario Brother's first level is in teaching the player how to play the game without having to tell the player anything. Music Credit and Attribution: Claude Debussy - Etude XI. Pour les arpeges composes Performer - Kimiko Ishizaka (Piano) Publisher Info. - Kimiko Ishizaka License: Creative Commons Attribution Share Alike 3.0 Notes - Recorded live in 2008, Bonn, Germany