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GMTK Newsletter - December 2016

🕑 Added 2016-12-23 11:03:25 +0000 UTC
GMTK Newsletter - December 2016

Comments

Game Maker's Toolkit

oh yeah, there are definitely good ways to do F2P. on mobile, though, it's 99% predatory funpain stuff. I like the idea of paying to make the game harder... but i don't think it would be a good financial decision for a dev!

Daniel Haas

On partnership themes in games - Someone already mentioned Brothers: AToTS, but that was also my first thought - KOTOR 2 had a heavy theme of "you influence your party", but apart from some conversation unlocks and specifically crafted set pieces it's unclear how much that was communicated in the gameplay itself - Portal + Companion cube, but analyzing Portal at this point seems unnecessary - Thomas Was Alone managed to communicate the feeling of growing friendship and interdependency without being anything more than colored rectangles, if you haven't played it I highly recommend giving it a shot. Each rectangle has a personality and they rely on one another for different things, and while they're all player controlled you must cycle between them. There's plenty if you include co-op games, but I think you're referring to the "how do we make the player care about a computer" here. Maybe it's better to start with that question and ask why we feel for certain characters in games and what was done in the design to make us feel that way (Lydia, Companion Cube, starter Pokemon come to mind there) On the Free to Play: I think you're using the term "F2P" unfairly. F2P is a large umbrella for a wide variety of F2P models, some good some bad. There's cosmetic purchases, cooldown mechanics, pay-to-remove/skip ads, pay for power, etc - these are all "free to play" but a game might have only a subset. If we're talking about the more predatory F2P bits I agree. Zynga referred to this as "funpain" - design a game to be fun, then add just enough pain that the player will pay to get past it. Some could argue the "box model" influenced games to rely more on advertising and brand than on actual content, limiting the design choices, while F2P games have to not only prove themselves but remain consistently updated and relevant to enjoy success. I'd be interested in a deeper dive on various monetization models and their effect on design. Or, maybe on what styles of F2P we're not currently exploring that we might instead. I know I loved Bastion's "make the game harder" upgrades, what if we flipped the F2P model on its head by asking the player to pay to hobble themself? That way, the more experienced players are constantly looking to "prove" themself, and matchmaking balances out in the wash. Anyways, it's been a great year and I always look forward to your videos. Keep them coming - whether in 4m or 10m chunks.

Game Maker's Toolkit

Oops, cheers - didn't mean to have a time stamp at all. Will fix!

OSW Review

Thanks Mark! Just a small note, the Extra Credits timestamp posted is for "How Did They Do That!?" -- yours is here <a href="https://youtu.be/HjGTQrsUOKM?t=1m18s" rel="nofollow noopener" target="_blank">https://youtu.be/HjGTQrsUOKM?t=1m18s</a>

Shade

Twas a good newsletter, especially regarding your video on F2P. Merry Christmas!

SpeckObst

The best AI companion to this day in my opinion is Ashley from Resident Evil 4. Everyone seems to hate on her, but she does exactly what you tell her to do and behaves in predictable ways. You can tell her to hide in a dumpster, she follows your exact path pretty closely and she even ducks when you move the gun in her direction. In regards to the story, most enemies don't want to hurt her and will rather try to take her away. The game only ends when she's leaves the room. She also is only by your direct side for maybe 20% of the game, so the game can craft the levels around her inclusion during those moments.

I totally agree about the end of Brothers. It's a great example.

Dave

A game that explores a bond through mechanics. The end of Brothers: A Tale of Two Sons comes to mind. Ico of course (actually, all of Ueda's games have some form of companionship in them. Wander and Argo for SotC). Does the multiplayer of Journey count? I'm sure a really good one will come to mind after I hit post ^^ Grats on leaving PGUK behind. I got into reviewing mobile games in 2009, and yeah, while the space was really interesting to watch grow, so much of what made money was pretty abhorrent. I do not envy your editor duties. I only lasted 10 months as an editor myself before coming back as a writer later. I'm sure if any mobile games do some really interesting things, you'll hear about them. I still kind of keep one eye on the platform, even though the last game that really wowed me was Monument Valley. Have a great Christmas.

Will_WMGC

While I initially thought Marion Run was just going to be another cash grab, I was impressed by some of the challenges with the coins in the demo levels. I still think it's a bit steep (especially since I don't own an iOS device), and the always-online stuff I heard about seemed disappointing, but I'm sure that the levels themselves get better and better.


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