Posts Tagged level

Design roundup #2.

articlesheader Design roundup #2.

Things are really hectic here, so it’s a perfect time to take the easy way out by posting some more links!

  • Dunbar, Altruistic Punishment, and Meta-Moderation – A really interesting article with some hard-data on social cooperation and how to encourage and maintain it at various scales.
  • No More Wrong Turns – A great overview of the tools that any level designer should have in his/her toolbox.
  • Imaginary Friends – MMOs might already serve as stand-ins for many real-world social interactions, but here’s why parasocial interactions can be very important for single player games (especially dating sims and titles with episodic content).

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What made those old, 2D platformers so great?

yoshisisland1 What made those old, 2D platformers so great?

A little while ago I dug into Scary Girl for not being a very fun game. This brought up some discussion about what actually makes a good 2D platformer, so I decided to expand on the topic. Below is a list of what I see as three common aspects of many classic platforming titles. These point are not the only things that made those games great, but they’re a shared base that appears again and again.

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