In 2003, I was a very serious WarCraft III player. If I recall correctly, I have over 5,000 one-on-one ladder matches logged on my Battle.net account. I watched replays every day and even did some highly amateurish commentaries myself. It’s interesting to note that some of my first-ever “internet game design articles” were WarCraft III design/strategy analyses for sites like wcreplays.com. Continue reading
I don’t mean “bar” as in “pub”, I mean it as in like a resource bar. In this episode, I talk about Rogue-like games in detail, why it isn’t really a genre, and what the future of these games are.
What can we do with single-player strategy games? Must they all be “managing highly random resources”? I think we should question our reliance on output randomness and heavily variant input randomness (such as map generation in Civilization) to make single-player strategy games work.
It turns out that my two articles I wrote on score in the past were really outdated and they’re in the shop to be worked on. In the meantime, I recommend reading these for more thoughts on why the traditional high score system is a problem (which I claim in the episode but don’t really back up).
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I had a conversation with the main developers at Black Shell Games – Daniel Doan, Raghav Mathur, and Thomas Espinoza – on the topic of Rogue-likes, a design pattern that has appealed to both of us. In the episode, we cover topics like the relationship between Rogue-likes and gambling, grinding, difficulty, replay value, and other related concepts.
(Side note: apologies about the audio. There were four people on the conversation total and there’s a bit of noise, but I think it’s easy enough to hear.)
In this episode, I first discuss a new article on Gamasutra that discusses Zach Gage’s new highly random (and proud of it!) game, Tharsis. For more on my positions on randomness, I would check out this article or this video.
In the second half, I talk about a new, more specific definition for “elegance” as applied to game design. Relevant is this episode of 3 Minute Game Design, where I talk about the “old definition”. Let me know what you think of my new thoughts on the topic.
As always, you can support the show by visiting http://www.patreon.com/keithburgun. Thanks for listening!
One thing to think about when designing a game is trying to figure out what “degree of virtuosity” you want to allow. I mean this in a bit of a prescriptive way, which I’ll explain.
Some games offer you a huge number of possible choices per “turn” or per “moment”. Having a high degree of range of motion means more potential for creative actions. You can literally do something that ten onlookers watching hadn’t even considered. I’d say abstract games with a big grid like Go are good examples, but also complex real time games like StarCraft or Team Fortress 2 certainly qualify here, too. We’ll say that these games have “high virtuosity”. Continue reading
In this episode, I discuss some of my many spectacular game design failures!
I tried about 30 times at least to create a simple yet deep 2 player “fighting card game”. Something I didn’t even get into in the podcast was the fact that the “fighting” theme is probably part of the issue.
I know a lot of episodes have been somewhat esoteric, not-exactly-game-design recently, so this one is 100% pure unadulterated game design experience. Enjoy!