While we all have our own reasons for playing and loving games, fun generally features high on the list. Sometimes though, our desire to play games skillfully—to best our opponents or to achieve that elusive perfect play-through—can turn what is mean to be a source of enjoyment into a fount of frustration. Can game design help us to overcome this unfortunate human tendency? On Episode 35 of Vertical Slice, we’re exploring how designers can help their players to enjoy challenge while embracing the inevitability of mistakes and imperfections.
- EA has shutdown Visceral Games. The studio, recently responsible for the Dead Space franchise, was working on a new single-player game set in the Star Wars universe and directed by Amy Hennig. The closure reflects EA’s increasing focus on the games-as-a-service model, and the decreasing primacy of pure single-player experiences.
- The newly released Super Mario Odyssey has a very important difference from all of its predecessors: there is no “game over” screen. The game’s move away from a traditional limited-retry structure reinforces its embrace of a more exploration-based central theme.
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