Ludomedia #88

Ludomedia

Games media worth reading, watching or listening to.


Josh Unsworth: The Triangle of Strategy

  • “It is a bad idea to try to cater to all three styles of play equally – that way lies madness and a mediocre game – but thinking in terms of the experiences our players are seeking and what drives them through the game can help us to find the interesting areas to explore by adapting ideas and mechanics from other genres, while staying true to the essential experience of the game we are making.”

Soren Johnson: You Have No Idea How Hard It Is To Run a Sweatshop

  • “Players don’t care about the imaginary game you have in your head. Indeed, players understand our games better than we do. When evaluating design talent, the most important trait I look for is humility. Designers need to be able to hold two contradictory ideas in their heads at all times: to hold true to their design vision, even when success is uncertain; but also to always assume that their vision is meaningless until they see it in the hands of real players.”

Chris Kerr: Countering “lock and key” design with hostile immersive sim Mosa Lina

  • “Crucially, Hollendonner says he wanted Mosa Lina to feel “completely intrinsic.” That’s why he chose to shun extrinsic motivators such as meta-progression systems or in-game rewards, and notes he spent years trying to create something “people want to play with, just because they want to play with it.” Mosa Lina, he says, was the first successful attempt.”

Tom Francis: Generating boring levels for fresh experiences in Heat Signature

  • “Shuffle-friendly game design is making elements where all you have to do is re-arrange them and interesting stuff happens. Design tools, obstacles and filters with different effects, constraints and freedoms that relate closely to what gets shuffled when a level is generated. And then your levels can be boring trash, just like mine.”

Yahtzee Croshaw: The Difficulty Paradox

  • “Modern game design, especially in AAA, seems to place a much greater emphasis on letting the player feel powerful and feel more powerful over time. […] But it is also true that the game needs to get proportionally harder if it wants to stay interesting. And there have been many big games lately that make me worry that the second part of that equation is being neglected.”

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