Game Development
- "Wrong answers can be fun as long as you keep the wrong answer interesting enough that there is still some value for the player," Wasselin said. "Letting the player experiment is a great way to give agency, and allowing the player to find the right answer by themselves gives them a sense of ownership over the solution. It also creates more opportun... See more
from Fulfilling fantasies and building investment: The narrative design of Alan Wake 2
Peter Hagen added 5mo ago
- "We have a lot of exposition in this game and we didn't want the player locked into these increasingly repetitive gameplay conversations," Maloney explained. "We needed more varied ways to relay exposition; also, it's fun to grill and interrogate people."
In the finished version, Saga sits at her profiling table and receives something akin to unsett... See morefrom Fulfilling fantasies and building investment: The narrative design of Alan Wake 2
Peter Hagen added 5mo ago
- "Why make the player watch something when they can do it? If possible, we shouldn't rely on narrative bookending to tell the bulk of the narrative," Wasselin said. "Avoid exposition cutscenes, and tie narrative to interaction whenever possible. Even a small interaction is better than none, and when that isn't possible find tricks to make the player... See more
from Fulfilling fantasies and building investment: The narrative design of Alan Wake 2
Peter Hagen added 5mo ago
- The case board, inspired by HBO show True Detective, originally featured free placement of clues and gated progress until players found a specific answer, but this led to high player frustration. Remedy shifted to a board that featured more questions with easier answers, leading to more dopamine hits with players, and finally scrapped free clue pla... See more
from Fulfilling fantasies and building investment: The narrative design of Alan Wake 2
Peter Hagen added 5mo ago
- I write games so ugly that I am showered with contempt, and yet I make money! I’ll have a full, lifelong career! If I can have so many flaws and still succeed, you can too!
Figure out what you are really good at doing. Sell that.
Make your dream real.
Get it out the door, whatever it takes, whatever corners you have to cut. If you’re better than me (... See morefrom I Am the Cheapest Bastard In Indie Games by Jeff Vogel
Peter Hagen added 8mo ago
- Many who are unfamiliar with this industry are surprised to find that artists are some of the highest paid people. Good, reliable artists are rare! Check out this site https://www.careerexplorer.com/careers/games-artist/salary/, for salary estimates.
If I'm lucky enough to find a good artist who wants the job, with bonuses and benefits and so on, I ... See morefrom I Am the Cheapest Bastard In Indie Games by Jeff Vogel
Peter Hagen added 8mo ago
- So How Can You Survive?
Simple. You provide something nobody else can ever provide. Something cool and distinctive that people will rather pay money for your game than get someone else's for free.
Consider me. I'm an OK programmer. I'm not good at art and visual stuff, and I haven't been since I was a kid.
But I can write well. I make good settings a... See morefrom I Am the Cheapest Bastard In Indie Games by Jeff Vogel
Peter Hagen added 8mo ago
- What do you think the going rate for the best indie games ever made is?
Did you guess 'Free'? You're right! Go to the Epic Game Store every week and they'll hand you the best indie games, games way better than mine, for free!
That not enough? Join the Humble Monthly Bundle. For just $12/month, they'll send you 6-7 games every month, plus you can also... See morefrom I Am the Cheapest Bastard In Indie Games by Jeff Vogel
Peter Hagen added 8mo ago
- if nothing else, video game development is a series of concessions and tough decisions. There's that perfect game you WANT to make... and then there's the game you CAN make. Sometimes, if the gods smile on you, those two are very close.
from Tweet by Emil Pagliarulo
Peter Hagen added 9mo ago