Game thinking from Adam Clare

Author: Adam ClarePage 158 of 262

Developing Death Rally

Remedy Entertainment is more known for Max Payne and ALan Wake than Death Rally, but it that last game does point out there first real foray into the world of casual games.

Recently they were interviewed about taking Death Rally’s transition to a freemium based business model. One thing that cannot be ignored is how the game mechanics of the game had to change to reflect the new direction.

Because we built the game as a premium game, we hadn’t built it with in-app purchases, so it was quite difficult to add those on afterwards. We did some simple stuff like car packs. Grab a car and a gun and whatnot for 99 cents extra. But that’s not really built into the game. We started thinking, “Well, can we do multiplayer with in-app purchases?” You have this story mode where you earn everything, and you unlock all these bits by grinding it. When you enter the multiplayer, everybody’s on a level playing field. You start off again with a basic Vagabond and the basic gun. You have to purchase to upgrade. When we did that, it kind of worked, but again, it’s a little bit disjointed. At that point, you’ve already played through five or six hours of story mode and earned everything. Now we’re asking you to pay for those things on the multiplayer side.

Read the rest over at VentureBeat.

The Design Philosophy Behind Journey

Journey has been out for a while now and if you haven’t played it then you should go do so right now.

Edge Magazine has an interview with one of the designers behind Journey and they talk about the design of the game itself. The interview covers going from 2D to 3D and how that cascades down into basic design choices. It’s worth a read.

How important is it to enforce the integrity of your fiction like that? Some gamers take a delight in breaking it, after all – an example being the ability to exploit Skyrim’s AI by placing buckets over people’s heads and stealing from them.

Because the system is not compelling enough for them to behave within its rules. For example, if Journey’s characters could chat they would be talking shit online all the time. But we create a compelling system so that they don’t want to break it. The character doesn’t have arms or a mouth – the fact that we remove all those things means the players use the shouts to communicate and play under the world’s rules. We want them to accept that, without noticing that they’ve accepted it. If someone wants to break the rules, it means the world is not well designed. I played Skyrim, but I never used the buckets because I enjoyed what it was offering me. After I finished the main quest, then I started gaming the system. But I’m not really there, I’m just having fun with this interactive thing.

Read the full interview at Edge.

Page 158 of 262

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