Awhile back I mentioned that my number one rule in game design is: Gameplay is King. It will always be king. There is nothing that should ever trump it. Not the art, not the license, nothing.
Except for one thing: Jedi.
It goes without saying that Jedi are extremely popular in geek/nerdlore/culture. [...]
Entries Tagged as 'combat'
The Jedi Multiplayer Exception*
January 9th, 2008 · 5 Comments
Tags: combat · critique · multiplayer
Naruto: Are Two Buttons Enough?
January 7th, 2008 · No Comments
Was playing some Naruto: Rise of the Ninja at work today, and did some head-to-head vs. mode combat. It turns out it was good research/competitive analysis, because Naruto only uses two attack buttons, and it seems that’s the direction a lot of modern titles are heading in for combat as well. The idea is that [...]
Tags: combat · critique · user interface
Critiquing CoD4: My War, Let Me Show You It.
December 23rd, 2007 · No Comments
Awhile back Clint over at ClickNothing did a great critique of Bioshock, and it got me thinking that designers should be doing this regularly. As an industry, we have countless outlets for reviews of games; a consumer level media wrap-up of a “buy it or not” standard. But what we don’t have is a professional [...]
On Gameplay and the Gun
December 16th, 2007 · No Comments
I was checking out an older post from Damion over at Zen of Design earlier today, discussing repeatability in games, and it reminded me of a piece I was going to craft awhile back trying to chain-of-thought figure out why we’re so dependent on guns in video games these days.
Damion explores that repeatability is behind [...]
