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Design Lessons: Hollow Knight

Hollow Knight for the Nintendo Switch seems to be tried and true metroid-esque game.  However, while it does have elements of Metroid games, there is little innovation of them.  There are some design decisions that seem to actually detract from the player experience and that is what I am going to talk about today.
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Book Review: Escape the Room

Escape The Game (by Adam Clare) is a book about escape rooms, also called puzzle rooms.  It covers a range of topics, from design, to operating, to business advice.  It is a quick read and a broad overview of the overall escape room phenomena. 


Book Review: Meeples Together

Meeples Together (Christopher Allen & Shannon Appelcline) is the book I have spent about 10 years looking for. The format of this book is as close to my ideal ‘game design’ book as I have found. Now, this book isn’t perfect, but it gets so much right, it should be considered a ‘must read’, allow me to elaborate...

Design Lessons: Paper Mario Color Splash 2

As I have read more rumors about a Paper Mario for the Nintendo Switch, I have continued to play Paper Mario Color Splash.  Not my favorite Paper Mario, but the last one released.  However, as I play, I am again reminded why this is only my second play through in last three years.  This game is often an exercise in repeated frustration.  Yes, I am talking about the Tangerino Grill stage.

Book Review: GameTek

GameTek (by Geoff Engelstein) is a collection of brief thoughts and ideas that are fleshed out into two to three page chapters. The book covers a range of topics from emergence, power creep, to cheating.


Book Review: Uncertainty in Games

Uncertainty in Games (by Greg Costikyan) is a short, informal book that reads more like a long essay than an academic work.  The book provides a good overview of different types of uncertainty (i.e. tension), but often fails to support or fully discuss their statements.  However, the book provides an interesting foray into sources of uncertainty in play.

Book Review: Characteristics of Games

Characteristics of Games (by George Skaff Elias, Richard Garfield, and K. Robert Gutschere) was a fascinating read and challenged more than one assumption I had about topics I felt were quite cut and dried.  This book starts at the foundation of design by examining topics such as number of players, game length, and types of games.  The book introduces some new vocabulary and contains some excellent appendices that give good summaries of topics such as Game Theory.