News & Views
10/3/15-10/9/15
As October
continues the horror hits keep coming! That’s right, if you listened to the
latest episode of The
Impact Factor podcast you would know I had something new to announce: TIF’s
Snuggle and Scream! In this special seasonal podcast, I will sit down with my
girlfriend Justine to talk about horror movies! We’ll go through our history
with the genre, our favorites, and thoughts about a horror flick we just watched.
So please be excited for that. You can find it in our normal RSS feed.
News &
Views this week brings you great writing about Nintendo’s clairvoyance, the
origins of the almost-physicist composer of Grim
Fandango, struggling with designing difficulty in games, and a studio
founder’s sad farewell to games.
And of
course you can check out the brand new episode of The Impact Factor podcast
that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods,
check out our SoundCloud. We’re on YouTube too!
Spotlight
Rich Stanton,
Eurogamer
Worth Reading
Dante
Douglas, Medium
Dave Tach,
Polygon
Mattie
Brice and John Sharp, Mattiebrice.com
Patrick
Klepek, Kotaku
Dan Vader,
Mike Nguyen & Vic Nguyen, Gamasutra
With Comments
David
Stark, Gamasutra
Stark provides an interesting take
on spatial awareness in dungeon crawlers. Stark provides examples of some more
recent indie dungeon crawlers like Darkest Dungeon, Crypt of the Necrodancer, and The Binding of Isaac and compares them to the classic dungeon
crawler Diablo. He argues that a huge
design space exists for developers in which player positioning in the context
of dungeon exploration is built into the game’s mechanics. Good read.
Sidney
Fussell, Offworld
Fussell puts into words something
I’ve been thinking about for quite some time. Diversity in games in an
imperative, but one that should be done with genuine engagement and
accountability. Black characters have a long history of terrible representation
in video games. In fighting games especially, characters like Boxer just
reinforce this dehumanizing portrayal. We need more characters like Lee Everett
from Telltale’s The
Walking Dead. And fast.
Aaron San
Filippo, Gamasutra
San Filippo writes a great piece for
Gamasutra in which he details the work that needs to be done by indie
developers to combat obscurity. Being an unknown entity is something I can
relate to: despite hours of work I do each week to create content for The
Impact Factor I can’t claim ownership of any real audience. That aside, the
author writes about the feedback loop of marketing, and how getting known is a
marathon and not a sprint. San Filippo also provides great advice on securing
platform support, offering discounts, and the value of knowing the advantages
of free versus cheap.
Josh Bycer,
Gamasutra
There were really some great pieces
on Gamasutra this week. Apologies for the triple threat here. Bycer details how
games can struggle with creating the perfectly titrated difficulty level. He
writes that systems need to exist that allow the player to weigh risk and
reward, but the balance of the two must be exact. Super Meat Boy and Dark Souls are given as
examples of games that get difficulty right (they are extremely tough but also totally
fair), and Darkest Dungeon as a game
that misses the mark. Great insights.
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