As I mentioned in episode #3 of TGDRT, I have a strange relationship with JRPGs. I’ve long been a fan of them, even though they’re some of the most egregious offenders when it comes to bad game design. Grinding, poor pacing, lack of tough decisions… my friends, the track record isn’t good. And yet… part of me still enjoys them a great deal.
In this article I’ll be digging into my thoughts on this guilty pleasure. We’ll also examine the genre’s holy grail, which masterfully combines the best elements of both the JRPG and strategy genres:
Atlus’ Persona 4.
Posted by Jon Shafer on November 28, 2012
Link to: Consequences – Part 1
Link to: Consequences – Part 2
In the first two parts of this series we introduced the topic of consequences, talked about what different audiences look for and saw the effect of consequences in action through the death of the player’s avatar or characters.
In this concluding article we’ll discuss consequences unrelated to death, the fascinating role consequences play in strategy games and MMOs, the player’s relationship with consequences and how designers can use that to their advantage.
So without further ado, let’s wrap things up!
Posted by Jon Shafer on November 5, 2012
Link to: Consequences – Part 1 – Intro
Death is the most serious consequence we face, and it’s no surprise that it plays a prominent role in our entertainment. It also happens to be the subject of this second part of this series on consequences. Let’s look at a few of the approaches that have been taken with death, the effect created by these designs, and my hopes for what we’ll see in the future.
Posted by Jon Shafer on October 24, 2012