This week I kept on making games. I'm simultaneously putting together ideas for a blog post as I work through them so look out for that. As a result my play time has been pretty minimal. I have always heard that game developers don't have time to play games. I have no doubt that's true because I've been making Fisher Price My First Games and it's still affecting my gaming time.
What I have been playing is more of the end-of-a-long-day, low-friction, zone-out-and-listen-to-a-podcast type games. Mini Metro is a perfect example and because of that it has gotten more attention from me than I thought it would. I also finally installed and played Nuclear Throne last night. That's one of those that you play and think "oh, that's where this game...and this game...and this game got the idea." That screen shake is the best in the biz for sure, but I'm glad it's adjustable.
Everything Is a Game About the Theatrical Artifice of All Games
I thought Everything was a cool experimental toy...thing. The breadth of it is impressive, but the available interactions are really limited. After reading this I realized that I may have missed the whole point. Maybe Everything is trying to show us that we don't actually want the ultimate open-world game.
The Art of Fiction #6: Greg Kasavin
One of the writers on Firewatch seeks wisdom and assurance from one of the writers on both Bastion and Transistor. Writing (and making) that second game must be easier than the first, right? ...right?
We’ve been missing a big part of game industry’s digital revolution
You may have heard the recent ESA estimates that almost 75% of game sales in 2016 were digital. What makes that number even more interesting is that it's their second swing at it, based on NPD's new way of measuring digital sales.
In their haste to make “soulslikes”, devs have forgotten what makes Dark Souls unique – its level design
I have never played a Souls game because I don't seek that kind of difficulty and obfuscation. I have benefitted from its existence and influence though. It's a series that has reminded developers that they can let go of the player's hand earlier and more often over the course of a game. Unfortunately, not all games have learned the right lessons from, uh, From Software.
Xbox chief: we need to create a Netflix of video games
"Netflix of video games" is an eye grabber, but I think this title buries the lead a bit. The real meat here is Phil Spencer thinking about how a subscription service could keep story-driven games competitive in a market flooded with multiplayer loot boxes and DLC.