Bee Swarm Simulator is a great example of what makes many top Roblox games work - simple, well-honed gameplay with a fun, quirky style that feels like an actual human made it. #gamedev#gamedesign#bss#roblox
A good game designer develops a toolbox of tricks that work. Combinations of rules and content design that create the desired response in players. The toolbox is full of dynamics. #gamedev#gamedesign#astrobot
My book is on sale! It introduces the big concepts in game design using real games you might know. Buy it now: https://t.co/sqUIwKNUMa #gamedev#gamedesign
Given how closely gameplay and level geometry are tied in platformers, I’m always extra-amazed by dynamic platformers like Spelunky that let the player have any power at any time. #gamedev#gamedesign#astrobot#spelunky
My book goes on sale tomorrow! Teaching a college class on games has been inspirational and educational for me, and many of the key ideas and approaches in the book come from what I’ve learned from teaching! https://t.co/sqUIwKNUMa #gamedev#gamedesign
AstroBot had a tough challenge in balancing its challenge. Trying to appeal to older gamers brings a mix of skill-loving experts and also lazy old men like me who used to be good but have let their skills deteriorate. #gamedev#gamedesign#astrobot
I worked on a lot of 3d platformers when I worked at High Voltage Software, mostly in the PS2 era. I designed all the Numbah 3 levels for Kids Next Door, which focused on the non-combat aspects of that game. #gamedev#gamedesign#astrobot
I use the term ‘verb’ broadly to include anything the player does, even if it’s a purely internal mental activity. I use ‘core verbs’ to discuss the actions the player actually performs in the game, often by pressing a button. #gamedev#gamedesign#astrobot
I wonder how many times the term “body horror” has come up in discussions at the gaming division at Hasbro. Do they admit this in big business meetings, or just talk about it quietly at their desks? #gamedev#gamedesign#operationgame
Progression is outside of the core game loop. You can have a game without progression, it’s just a lot harder to retain players in that case. #gamedev#gamedesign#operationgame
All games need some uncertainty. That can come from physical skill, but can also come from randomness, mental skill, predicting the actions of other players, or a few other places. #gamedev#gamedesign#operationgame
For casual games, it’s important to make the goals of the game very clear. If it takes more than a few words to explain, it’s too much. If you can guess the goal by looking at the game, even better. #gamedev#gamedesign#operationgame