Caleb Compton's Blog
I am a Master's student in Computer Science and graduate teaching assistant by day, tabletop and video game designer by night. I write a weekly blog on all sorts of different gaming topics, including design, history, strategy and theories.
We've all seen bad educational games, which often come across as a poorly connected series of boring minigames. However, educational games don't have to be boring. In fact, many of the best examples can teach players without them even realizing it!
Have you ever played a game that punished you for doing well, or went easy on you when you struggled? That's an example of Dynamic Difficulty Adjustment gone wrong. These systems are everywhere in games, and when done well you'll never know they are there
Sometimes, in order to create the experience they want for players developers have to get a little...sneaky. This article looks at some of the hidden mechanics that developers have placed into games throughout the years.
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Difficulty in games is a topic that has gotten a lot of discussion in the last few months. Are modern games too easy, or is that just what players want? Should players be able to choose difficulty, or does that dilute the gaming experience?
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
Caleb Compton's Comments
[Blog - 04/24/2018 - 10:38]