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Gamasutra - Boss Battle Design and Structure
In his latest design feature, Activision and former Insomniac designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- The Legend of Zelda: Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis to illuminate their designs.
Game designer Mike Stout discusses how to build effective boss battles: make them mastery tests and structured stories in their own right.
Gamasutra - Evaluating Game Mechanics For Depth
Former Insomniac designer Mike Stout takes shares a useful rubric for judging the depth of play mechanics, including checks for redundant ones, in this in-depth design article, which contains examples from the Ratchet & Clank series.
Game designer Mike Stout discusses how to build game mechanics with enough depth to stay interesting: tie them to varied and meaningful use of skills.
New Games, New Players
I’ve seen a lot of different breakdowns of the different kinds of players and what they look for in games, but only now has it occurred to me that the reason the breakdowns keep changing is because games themselves keep changing. This analysis by Nick Yee presents nine different “player segments” - and two of them (Skirmisher and Gladiator) are described as looking for “team arenas” for different reasons.
“Team arenas” haven’t always been available as a gaming experience and only rose to prominence in the past decade or so. Before then, the sort of people who would seek out team arenas were around, but there were fewer games (if any at all) to scratch that itch, and these people were less likely to get into games. Thus these personality types were less represented in the overall subculture of “gamers.” Once these experiences became more feasible, these people became gamers and emerged as distinct player segments.
This is why I’m saddened by loss of variety of game experiences. It’s also why I like seeing game experiences outside the mainstream narrative find success. And as games continue to grow, I can’t help but wonder at the as-yet-uninvented types of game experience on the way that will create brand new player segments by giving even more people what they’ve been looking for.
How System Era overcame creative paralysis to fix Astroneer's crafting system
System Era designer Aaron Biddlecom and gameplay programmer Elijah O'Rear explain how they mined their own game design to invigorate Astroneer's "flat" crafting system.
A short but interesting look at a change to Astroneer’s crafting system, illustrating the value of having multiple perspectives and challenging your assumptions when making design decisions (as well as the importance of ensuring that the complexity in a design is coming from the right place).
Capsule Review: Donut County
Capsule Review: CrossCode
Capsule Review: Animal Crossing: New Horizons
Zedd & Jasmine Thompson - Funny (Minecraft Music Video | Beat Synchronized!)
After playing Beat Saber in VR, I wondered if I could create a similar rhythm game in Minecraft by hitting flowers with corresponding color swords. Now I've ...
Not only is this an entertaining video of Beat Saber-inspired gameplay in Minecraft, you can actually download the custom world and play it yourself (full instructions in video description on YouTube).
I just love when games enable this kind of shareable creative expression and interactive intertextuality.
The Other Kind of MMO: The Materazzi Problem - Twenty Sided
Shortly after I joined Goonswarm, they relocated to a different region of space in the north called “Deklein,” and more specifically the station in the VFK-IV system, which for years to come would be the de facto capital of Goon country. Almost immediately after moving they fought a war. Earlier in this series I promised not only a bunch of long, rambling stories but a bunch of long, rambling stories that contain potential game design lessons. Goonswarm’s war against another alliance called “Goodfellas” is one such story: it illustrates something I’m going to call the “Materazzi Problem.”
This is an entry in the middle of a series of essays about the author’s experience with EVE Online, but it contains a fascinating insight I’m actually ashamed I never figured out myself.
The reason competitive online game communities are so frequently toxic isn’t just due to lack of consequences or some kind of repressed negativity being inherent to competitive gamers. It’s because in many of these environments, toxicity is a competitive advantage. Hassling your opponents can distract them, provoke them into actions that backfire against them, or even make them concede just to get away from you. Getting comfortable with constant insults and offensive language makes you immune to these weapons and more able to use them, so toxicity will often spill into non-competitive places like forums and prevail even among friends and allies.
Such games thus actively encourage toxic behavior by default. This will mean more wins for the toxic players, but will drive away others, which is a trend worth fighting.