
I admit, I very nearly bounced off the first couple episodes of season 1. I’m now a few episodes into season 2, and the show has improved. But has it improved enough?
Continue reading
I admit, I very nearly bounced off the first couple episodes of season 1. I’m now a few episodes into season 2, and the show has improved. But has it improved enough?
Continue readingToday we are going to play pretend. We will pretend to be in the process of developing a game with the goal of being worth a particular price tag. Since we are ambitious, we want to be just like the AAAs and charge a hefty $60 for our game. But we are also familiar with the hours-to-dollars assessment people use to judge if the game provided enough entertainment to be worth the pricetag. If we use the price of a new DVD as a measuring stick we can guess that our players will want their entertainment on a 10:1 ratio ($20 = 2 hours of entertainment), so for our $60 price we’ll need to provide six hours of game time. That can be a lofty task for a single player game, so today’s article will be delving into the wonderful world of design mechanics/strategies to extend game time (for better or for worse).