Posted by David Eckelberry on March 23, 2010
One thing I didn’t mention a couple weeks ago when talking about what game designers can do better with difficulty is: let the player adjust his game difficulty after he plays. Why should we presume as game designers that our definition of “medium” or “normal” is the same one that the player is ready for. [...]
Posted by David Eckelberry on March 17, 2010
I don’t have much to say about GDC this year. Wrap-ups at gamasutra can do a better job of what all was there. GDC seemed dominated by two themes: Naughty Dog takes everyone to school. That’s what one of my coworkers called it. Really, I didn’t mind, though, they had a lot of detailed talks [...]
Posted by David Eckelberry on March 1, 2010
Painful lessons seem to be the ones that teach the most, whatever the subject. Pain provides motivation to find a path that leads to success. I remember the first time I waved a bat as a baseball sailed on by. It was an ugly swing. And my coach let me hear it, in front of [...]