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Sequels and simplicity

Why is it that most sequels are more complex than the original? A sequel gives you the perfect opportunity to ‘right some wrongs’ in the design of the first game. I’d say that more often than not this means simplifying things: easier controls, a cleaner interface, a more gradual learning curve, a smoother overall experience. Yet most sequels take the form of ‘the original + new stuff’. That’s an opportunity wasted, if you ask me.

3 Votes | Average: 4.33 out of 53 Votes | Average: 4.33 out of 53 Votes | Average: 4.33 out of 53 Votes | Average: 4.33 out of 53 Votes | Average: 4.33 out of 5 (3 votes, average: 4.33 out of 5)
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August 31st, 2006 @ 06:35 AM • Filed under Design Process

Designing Kudos: an interview with Cliff Harris

4 Votes | Average: 3.5 out of 54 Votes | Average: 3.5 out of 54 Votes | Average: 3.5 out of 54 Votes | Average: 3.5 out of 54 Votes | Average: 3.5 out of 5 (4 votes, average: 3.5 out of 5)
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August 24th, 2006 @ 11:15 AM • Filed under User Interface, Design Process, Interviews

Cameras and 3D platformers

2 Votes | Average: 4.5 out of 52 Votes | Average: 4.5 out of 52 Votes | Average: 4.5 out of 52 Votes | Average: 4.5 out of 52 Votes | Average: 4.5 out of 5 (2 votes, average: 4.5 out of 5)
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August 20th, 2006 @ 12:46 PM • Filed under User Interface, Linking

…or take a Chance card

1 Votes | Average: 5 out of 51 Votes | Average: 5 out of 51 Votes | Average: 5 out of 51 Votes | Average: 5 out of 51 Votes | Average: 5 out of 5 (1 votes, average: 5 out of 5)
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August 10th, 2006 @ 03:11 PM • Filed under Gameplay