I've been spending a lot of my spare time on this project I recently started called "CTMOD". The goal is to produce a small game with a similar feature set to Chrono Trigger, but is *HIGHLY* moddable. #gamedev#chronotrigger
https://t.co/U4KJat42El
Understanding The Player Brain, Pt. 1: Loss Avoidance
If you want to manipulate a player's brain, you must first understand it.
(An Xwitter Blog 🧵)
I got a lot of good feedback from my last article on design tips and theory, so I want to do that more.
This is my single favorite anecdote/principle of game design. Understanding it will teach you a huge amount, not just about games, but people in general.
After all, video games are the tools we use to manipulate the mental and emotional states of human brains, so it is very important that we understand how those brains work.
The World Of Warcraft Rest System
World of Warcraft was the most successful MMORPG (pronounced Mamamorpagah). The way you play is: You log into a remote server and play a fantasy dude. You kill monsters again and again. The more you do it, the stronger you get. This is called “grinding”, which is the word elite, profitable game designers use to mean “fun.”
To keep people from grinding too long in World of Warcraft (WoW for short), they designed in a fatigue mechanic. After you played two hours, you got smaller rewards for your efforts.
Early players hated this. HATED it.
So they fixed the system. They didn’t actually change anything about the numbers of the system. Just the labels. Instead of saying when you played too long you were tired, they said that if you logged out for a while you became “rested.” So the higher amount of reward you got after not playing for a while was a bonus!!!
Everyone LOVED it.
Seriously. When WoW came out, my gamer group had played a lot of its highly influential predecessor game, Everquest. That game was merciless about how much grinding it required to get anywhere. So the idea of “rest bonuses” was like a cool glass of lemonade on a hot day.
A feature got turned from hated to loved with a tiny tweak of terminology. No design. Just semantics.
Ponder this and be enlightened.
29 long years have passed since I founded the emulation archive, Zophar's Domain, on 11.9.96. To this very day, the site still stands as a testament to an era that never actually disappeared but continues to live in the hearts of retrogamers all over the word. Emulation Forever!
I made this video in 2006 for an intro to 3D class in my first semester of college. I just found it on an old hard drive, and I'm getting feedback that people like it, so here it is, check it out! "Dire Shadows". The music is by @buckethead
My indie game Splintered has OFFICIALLY RELEASED!!
If you love retro RPGs, Dragon Quest, or randomizers: be sure to check it out and let me know what you think!
THANK YOU so much for your support! I truly appreciate it! ❤️
Play now on Steam: https://t.co/WimezJqm6S
Hyper Light Breaker is out today.
Me and @joelcorelitz took the job of making Hyper Light music VERY seriously. I'm unbelievably proud of where we've taken it. Here's my favorite piece and favorite space in the game.