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Design Economy: Is Less More in Video Games?

GameDynamo - "In light of the release of one of my most anticipated games in well, ever — thatgamecompany's Journey — I'd like to take time to reflect on what seems to be a little-loved aspect of game design: economy. thatgamecompany is perhaps the best example, Team Ico being the other that springs immediately to mind, of a studio eschewing a design tendency that has become all too prevalent among high-profile video game releases. I'm talking about the scramble for back-of-the-box features, or what we might refer to as BioShock 2 Multiplayer Syndrome."

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specialguest1575d ago

In the case of Vanquish, "more" in terms of multiplayer was needed. With the fast paced style of the game, the potential for a unique multiplayer experienced was there, and would've helped greatly.