Thursday, May 29, 2008

If two is company, and three's a crowd...

...What's four? For our current project the decision of how many players works best in a cooperative game mode is still being decided.
A two player co-op game tends to create a personal relationship between the two players. Where four players gives more of a team based or party feel to the game, At least in my mind.
Obviously being able to have the option to play 2 - 4 players would be the way to go as it lessens any restriction of how many friends you can play with, but would the game need to change depending on the number of players participating?

Sunday, May 25, 2008

Just a slice, or the whole freaking cake?

For the current project, I'm constantly on the fence on how to distribute the game. Should it be a full game in one foul swoop, or should it be sold in episodes. Of course, episodic works best for games with overlapping stories and not sure how it would go for an action scroller. But if that story is there does it really matter what genre the game is?

An episodic game also has the advantage of learning what the player expects in following episodes (through comments, forums etc.). So in a way, the players have input into helping the game improve with each release. And this will give the player a sense of some kind of ownership to the game.

Thursday, May 8, 2008

"Cyndies"

A friend and I were discussing indies and how many games were made by one person many years ago. And how a lot of one man indie development now is done by hobbyists. Anyway, somewhere along the line he mentioned semi-indie, which is a gamedev gone independent. Sound better then a cyndie (gamedevs turned cynical). Although the latter is probably more correct.