If we are looking at games and how they implement the savegame mechanic to support their immersion and their creation of the game world, we need to talk about the first part in the Zelda series that was released on the NES console. In 1986, the first Zelda game was released on the then Famicom … Continue reading Savegames III – Zelda
Tag: game design
The savegame mechanic in Resident Evil
In the earlier blog post about how the save game mechanic and influences the immersion and the gameplay, we had dissected various save game implementations. If we are looking at the Resident Evil implementation of saving and loading games, we will realize that the development team found a very interesting way of incorporating the save … Continue reading The savegame mechanic in Resident Evil
My map is the largest
I'm a little bit surprised by the ongoing conversation that you Ubisoft have sparked with their announcement about Star Wars outlaws where the planets size seemed to increase and increase and that they should be larger than anything that we've seen before. While this seems to be an attempt to position the game especially well … Continue reading My map is the largest
Combining timelines in Railroad Tycoon
Railroad Tycoon is trying to stretch two interesting concepts together that you can’t really marry together, because they work on two scales, magnitudes, if you will. In Sid Meier’s Railroad Tycoon, you’re trying to grow your railroad business, connecting cities, fuel economies in cities and regions and you’re trying to be faster than your competition, … Continue reading Combining timelines in Railroad Tycoon
Monetization, freemium, DLCs
Monetization in games has changed quite a bit over the years - and over time. The reasons are multi-fold - games changed a lot, game formats changed, the devices you consume these games on. Specifically on mobile devices, how long and often you play, changed, too. And clearly with the internet everywhere, paying and payment … Continue reading Monetization, freemium, DLCs