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Being the Hero
Mistake Vectors
Mistake Vectors are the ways that opportunities to make mistakes present themselves. The more vectors, the more different ways a player can struggle. It's important that these are clear, so that when a player fails, they can see where to improve and have a clear plan of attack for their next attempt.
Cold Chamber - Rough Core Statement
I sat down to elaborate on the core statement of Cold Chamber.
A Tactical Terrain Based Shooter in the vein of Valkyria Chronicles with Magi-Temp weapons that consume local heat and generate frostbite.
Gnomon Level Design - A Core Statement
Last week I started the Level Design course at Gnomon with Zachary Adams. Our first assignment will involve redesigning the Veldin level in Ratchet and Clank. I'm starting with my core statement:
Numeric Treadmill
A Rough Take on F2P Time Value
The time value of some popular virtual rewards is set to about 50 hours for $50, or a dollar an hour (at best). Usually, the price would start near 50 cents. When the cost is this low, it's certainly easy to calculate out the time savings and justify a purchase over spending the time in game earning points to redeem the rewards. At this price, players have access to $480 a month with a bit of sleep.
Actions and Choices
Dice Games
In an action or rpg game, the player has to manage combat on top of the other meta game progression systems. In a game of chance, the only thing we have to focus on are the dice and how they are cast. The abilities we gain can improve our lot if we sequence it right.
Random Roguelikes
Games are really spiced up by randomness. Especially roguelikes, which put players on a ever-changing path to victory. Each step of the way, you can choose to go left or right and even try to take on harder challenges for more impressive rewards. Balancing risk and reward is an engrossing activity for the human mind. And so is pushing oneself to the limit and conquering difficult tasks.