Panzer Dragoon is a shooter on rails, but the player is given two key choices: between multiple attacks and between multiple viewpoints. In this episode, we discuss how enemies incentivize players to decide a form of attack and how to manage the camera.
Doom II levels are big and complicated. We start by discussing basics such as core gameplay and enemy design before moving onto how they impact level design.
In this last podcast on Skyward Sword, we discuss the over world design of the Lanayru Desert and how it changes when you revisit it. Here is a map of Lanayru Desert (click for full size):
Here is a map of Eldin Volcano (click for full size):
Here is a map of Faron Woods (click for full size):
Dungeons in Skyward Sword are labyrinths composed of puzzles and dense, 3D rooms. We consider a broad spectrum of topics covering the space in Skyward Sword's dungeons.
In The Wolf Among Us players navigate Sheriff Bigby through his adventures. How do we measure the impact and meaning of player choice in the story?
Characters in Dragon's Crown are distinguished by their inherent abilities as well as customizations made by the player. Here, we consider the range and impact of those choices.
In Killer 7, puzzles can be trivial, enemies can be jank, and bosses can be shallow. Let's take a close look at where this game fell short.
We review player progression in Dragon's Crown by considering its rewards and variation. Rewards are presented for accomplishing goals, so they represent milestones in progression. And the variation in level design differentiates one stage from the next, acting as proof of progression.
Luigi's Mansion: Dark Moon features more than ghost-busting. We consider the far corners of its design space and how the Poltergust functions outside of combat.