Push the Lane: Loot in a Strategy Game?

Since Push the Lane entered this latest phase back in mid-2017 (basically after the failed Kickstarter version, which was much more puzzle-game-like), it has become much more videogamey. By that, I mean, it has focused a lot more on fighting, monsters, items, special abilities, moving around a big map and such. I have been thinking … Continue reading "Push the Lane: Loot in a Strategy Game?"

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Interview with James Lantz, designer of Invisible, Inc.

Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I’ve ever seen. (By the … Continue reading "Interview with James Lantz, designer of Invisible, Inc."

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Against score systems (and for success and failure)

Strategy game designers should start thinking about alternatives to “score systems” for their games. In this article I will talk about how and why we use score systems right now, what their weaknesses are, and how we can (as well as why we should) move beyond them. Much of this article is written with respect … Continue reading "Against score systems (and for success and failure)"

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