Hello all, as you may have noticed from Dyl’s post, we’re back. I’ve had my hands full with Tea-Powered Games recently. If you haven’t checked us out yet, go see if we are your cup of tea.
Sorry, I wouldn’t be doing my job if I didn’t at least mention it, but I think we have some exciting stuff brewing for anybody who wants to see games tell stories in new and interesting ways. With the shameless plug out of the way, let’s talk about a game you might know nothing about: Democracy 3.
I have a confession to make: I’m a long time Zelda fan, but lately I’m less likely to pick up and be impressed by a new Zelda title. It’s not that I think the overall quality has gone down – probably the reverse – I’ve just changed as a consumer and feel like I’m no longer the target audience. Rather than ignore this feeling or sweep it under a proverbial rug, I’d like to take this opportunity to deconstruct it, and hopefully come out the other end of this post with a better understanding of what I hope I like about A Link Between Worlds.
This week I want to discuss something a bit more specific and mechanical: the clothing in Pokémon X/Y, and how it ultimately relates to engaging the player. Picking out a character’s clothing is the kind of thing which shows up in various games, but it’s not as simple as putting in extra art assets and telling the player to have at it. Here’s why clothes don’t just make the (wo)man, they can make the game too.
It’s been a while since I wrote WIHILAFinal Fantasy 14:A RealmReborn, and those articles are not a prerequisite for this one (but you’re welcome to go have a read anyways if you haven’t yet). Now that I’ve spent some time (understatement) playing the final release , I’d like to draw some lessons about basic mechanical system design from what has easily been the most engaging part of this game: the crafting.