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Re:Game Design Tips from Tom Hall (1994) by scott_s on Thursday January 08, 2015 @06:55PM (#8859850)
Anyone interested in game design should read the Anatomy of a Game series that Jeremy Parish has been doing: http://www.gamespite.net/category/games/anatomy-of-a-game-ga...

Right now he's doing Final Fantasy 6, but has previously done Super Mario Bros., Mega Man, Castlevania, Castlevania II, Castlevania III, The Legend of Zelda, The Legend of Zelda II and Metroid. Unfortunately, I can't find a good synopsis page which links to the games individually.

edit: synopsis page here, but Jeremy recently moved all of his content back onto his blog, so this doesn't contain his recent stuff on FF6: http://www.anatomyofgames.com/anatomy-of-a-game/

Re:Game Design Tips from Tom Hall (1994) by _random_ on Thursday January 08, 2015 @03:20PM (#8858693)
"- Never have treasure you can't get."

" - Your first mistake." - King.com would say - " - Make it unreachable and leave users no choice but to pay to cross the difficulty threshold."

Re:Game Design Tips from Tom Hall (1994) by Rolpa on Thursday January 08, 2015 @11:38PM (#8860784)
Hall talks about how to make enjoyable games, not massive margins. Sadly, the two seem to be increasingly disparate these days.
Re:Game Design Tips from Tom Hall (1994) by miracle_ray on Friday January 09, 2015 @01:21AM (#8861000)
A bit of a classic, I found Jesse Schell's book, The Art of Game Design very helpful. The paradigm he constructs for how all the elements of game design fit together helped me approach game design from angles (or lenses as he calls them) I hadn't considered before.
Re:Game Design Tips from Tom Hall (1994) by butterguns on Thursday January 08, 2015 @04:38PM (#8859184)
"- Don't make the player go all the way to the end, then all the way to the beginning, then all the way to the end again."

I'm looking at you, Metal Gear Solid.

Re:Game Design Tips from Tom Hall (1994) by qcoh on Thursday January 08, 2015 @05:42PM (#8859530)
I think it made the location in Metal Gear Solid seem much more real. Aside from maybe Deus Ex I don't know any games where this worked well without feeling like backtracking.
Re:Game Design Tips from Tom Hall (1994) by butterguns on Thursday January 08, 2015 @08:23PM (#8860189)
For me, I just felt that brought on a sense of monotony. The entire sequence could take a good couple of hours. Good game design drives you onwards because you're excited about what's coming next (the same rule applies with good novel writing). I would instead groan to myself and think "ugh, again?".

The story was the redeeming feature throughout this sequence however.

Re:Game Design Tips from Tom Hall (1994) by endgame on Thursday January 08, 2015 @11:39PM (#8860787)
How do you guys feel about the backtracking in games like Super Metroid? I find that going through an area with all this stuff you can see but not reach leaves wonderful mental hooks so when you pass through again with grapple or space jump you get all this additional exploration and get to feel good because you've remembered stuff.
Re:Game Design Tips from Tom Hall (1994) by EpicEng on Friday January 09, 2015 @01:24AM (#8861011)
I think Metroid is more akin to the open world games of today. It presented a large world (for the time) and there was a sense of exploration. In a game which is essentially on rails... I don't want to run back to the beginning because there's no goo reason to do so.
Re:Game Design Tips from Tom Hall (1994) by petercooper on Thursday January 08, 2015 @06:51PM (#8859831)
To get the top "grandmaster" rank, Tetris: The Grandmaster 3 requires you beat the game to the second hardest rank 4 out of 7 consecutive runs. To even get that second hardest rank once require years of practice. (Yes, I've been watching AGDQ this week to learn this. Supposedly only 5 people have ever accomplished it.)
Re:Game Design Tips from Tom Hall (1994) by _random_ on Thursday January 08, 2015 @05:21PM (#8859411)
Portals could be an in-app-purchase, so it's better to do exactly that all the time.
Re:Game Design Tips from Tom Hall (1994) by krschultz on Thursday January 08, 2015 @04:08PM (#8859036)
If you don't know who Tom Hall is, I highly recommend the book Masters of Doom. It's definitely a fun read.
Re:Game Design Tips from Tom Hall (1994) by geoelectric on Thursday January 08, 2015 @05:03PM (#8859323)
Mmm, Rise of the Triad and Anachronox.
Re:Game Design Tips from Tom Hall (1994) by ColinCochrane on Thursday January 08, 2015 @05:25PM (#8859442)
Ludicrous Gibs!
Re:Game Design Tips from Tom Hall (1994) by akallio9000 on Friday January 09, 2015 @02:14AM (#8861122)
"-Challenge--this must be very carefully balanced. It must be sufficiently tough to make the player want to keep trying, but not too hard so the player gets frustrated quickly. Having different skill levels is helpful, but you still have to balance the game so it is progressively harder. It should be fair."

I'd like to add my hate for "balanced play" that punishes success. I was just playing 18 Wheels of Steel Across America and I purely hate how your truck suddenly handles like crap and loses power simply because the numbers in your bank account are larger than somebody thought you should have.