Design Oriented 2.0 in Development

Design Oriented 2.0 in Development

Since July we have been hard at work at Design Oriented 2.0. It's a re-launch for the site that aims to do something amazing for games criticism overall.  We plan on launching in Q1 2016. If you're reading this now, that means you've supported us up to this point. We want to say thanks.

If you're curious about Design Oriented 2.0 (DO.2, D2.0, DO2 ?) feel free to reach out to us. We'd love to have a chat, show you a few things, and get feedback on the new site. 

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I'm in Your Skin, Using Your Moves

I'm in Your Skin, Using Your Moves

Mike says: I’ve been playing Abyss Odyssey recently. It has a mechanic where when you have full mana you can use a special attack to capture the soul of an enemy once it dies. You can also gets monster souls by buying them from shops, but shop selection tends to be pretty limited compared to what you see in the dungeon. You can only have one soul equipped at a time, and you can press a button to transform into the monster whose soul you captured. Pressing the button again transforms you back into your actual character.

I know another example of this kind of a mechanic will immediately pop into Richard’s head, since he’s KirbyKid. What’s your thought on Kirby’s similar mechanics in the Smash Bros series or in Kirby’s own games?

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Reblog: It’s Time to Fix the RTS Earlygame

Michael Lowell says that RTSes should start players with armies and bases roughly equivalent to mid-game progression in current RTSes, because the early game is boring and predictable.

(Screenshot taken by Edward Varfalvy)

(Screenshot taken by Edward Varfalvy)

Mike says: The early-game in RTSes is often rote. It’s a good area to analyze and suggest improvements, but without examining your assumptions about the genre it’s hard to make conclusions that will hold up. Michael’s article focuses on base-building “massive” RTSes like Starcraft and Planetary Annihilation without articulating the design patterns particular to these games that cause the slow start. He also doesn’t examine what value the slow start may have for the play experience: for instance, he doesn’t mention the value of having a period in which players can essentially warm up their hands for the upcoming segments of play that require high micro.

Michael’s suggestion to simply start players with early-mid-game amounts of units and buildings is probably the easiest solution to think of, but has many knock-on effects that Michael doesn’t seem to even consider. For instance, the micro burden on players at the very start of the game will become significantly higher than most other points in the game, because they have to as-quickly-as-possible give orders to potentially fifty units and several production buildings. Seconds lost here mean fewer units for climactic battles which may happen as early as a couple minutes after the match begins, since we’ve totally skipped the early-game.

The largely unopposed nature of the early game leads to several minutes of less-interesting play, but this play sets up for all the variety that Michael so values in the mid-game, and without a span of time to make these preparatory decisions, some foundational design aspects that Michael doesn’t touch on will shift, perhaps profoundly. Unit and building tuning will need to be adjusted and rebalanced now that a whole breed of rush strategies no longer exist. Michael’s suggested change is brash and potentially requires significant additional design work. It’s far from a quick fix.

And what about games that follow different design patterns than these “classic” RTSes? Michael fails to address the successful approach of “non-massive” RTSes to this problem, most notably Company of Heroes and Dawn of War 2, which are micro-focused affairs where first contact with enemy units happens within the opening two minutes of the match. Certain build orders in these games are common, but the fluidity of the ongoing battle and growing tension over sorely-needed resources ripe for the taking ensures that the early-game is far from an exercise in  boring build order execution.

Inversus Blind Play and Game Breakdown

The commentary audio didn't record correctly. Fortunately our notes are down below. 

Game Category1 Category2 Name Description
Inversus Mechanics directional face buttons FIRE Tap the x button to fire left. Tap the B button to fire right. etc.If the player has a red bullet, it takes priority and is fired before white bullets.
Inversus Mechanics charge CHARGE Hold a fire button to charge your shot. Movement is slowed only when the carge is nearly complete. Normal movement is 1.67 faster than slow charge movement. Aprox 1 second to charge. A charge shot fire 3 bullets in 3 consecutive lanes. A charge shot only consumes 1 bullet.
Super Monkey Ball 2 Mechanics charge Hold B to charge. Charging slows down player movement and rotation speed. Players must pick a direction to charge because of the control scheme. This direction cannot be changed.
Inversus Systems / Rules screen wrap Screen Wrap Move to the edge of a screen and appear on the opposite side. Not univerisal feature on all levels.
Inversus Feedback CHARGE When charging, the ammo count inside the character spins, and then locks into place hilighting the bullet that will be shot next (red or white). The highlighted piece of ammo also shows which direction the player is commited to.
Inversus Power-Up / Upgrade / Economy Red Bullet Collect the red bullet and fire a fast shot. Fast shots have normal stamina and can be clashed with other bullets. Players can collect more than 1 red bullet. Collected red bullets override a white bullet if the player's ammo is full. 2.25 times faster than white bullet.
Inversus bullets
Inversus Level Elements Grey block that can not be fired through, colors can not be changed
Asteroids Systems / Rules Screen Wrap
Inversus Level Elements clash Red Bullet spawn Respawn with a red bullet every 12 seconds. When there's a red bullet up for grabs, shooting the square will the opposite color will clash and cancel the power-up and reset the timer.
Inversus Systems / Rules ammo, regenerating Bullet Respawn timing After shooting all of one's bullets, they respawn at these second intervals. 2.65 - 1.91 - 0.63 - 0.48 - 0.31 . Also, shooting a bullet does not reset the first interval to 0 seconds. Epona style.
Inversus Mechanics clash Bullets collide with bullets and cancel each other out.
Inversus Level Elements Gray wall A solid object that cannot change polarity. Cancels bullets on contact.
Inversus Mechanics analog stick Move The movement is analog. Can "creep" very slowly or go full speed.