Posted by

Marcus

Designer

Office move!

Hi there folks! Happy Power Metal Friday! Today has been a very, very tiresome day. Today we have used our muscles, today we have used our lungs, our hands and our to some extent, our minds.Today we moved our offices. To your left you can see the old building we were in. Pretty fancy, isn't it? Not too big, but not too small either.Our office was at the second floor. Now it's held by Stunlock Studios, who develop Bloodline Champions (and have computers from Alienware). They now sit in an office with proper AC and a large, open office area. (more...)

Posted by

Peter

Designer

Design insights: Mobile games and their number of game mechanics

Hello there, pretty peeps and dainty developers! I'm Peter and I'm going to discuss mobile games and their number of game mechanics!A common sight on the top lists of smart phone markets is the single mechanic game, games that focus on having one strong game mechanic at its core. It's not uncommon to see modifiers to this central mechanic. The different birds in the Angry Birds games offer a diversity yet they all use the same core mechanic, the slingshot. A prime example of the single mechanic school of games is Tiny Wings. It has literally one mechanic: touch the screen to increase downwards speed. You can't really get much more simple than that, can you? So, let's take a look at games with additional mechanics. (more...)

Posted by

Peter

Designer

Design insights: Why I think ‘Catherine’ is interesting

Peter discusses game mechanics in the recent Atlus release, Catherine.From the admittedly short part of the game I have seen so far, only a couple of in-game nights, a clear pattern emerges. The game itself is basically an interactive story with a puzzle game bolted on, spacing the story elements with actual gameplay. The story parts are interesting, definately adult oriented (which in this case doesn't mean pornographic, just aimed at a more mature audience) and the choices quite agonizing at times. The puzzle parts are, when viewed alone, good and challenging. Most of them have several solutions which ensures it's harder to get stuck in case you don't spot the "obvious" solution. However, when viewed as a whole, the game modes have very little in common to tie them together.(more...)

Posted by

Peter

Designer

Design insights: About Diablo 3 Auction House

Another monetization discussion from Peter, this time about real money auctions! I know that Diablo 3 is still a long way from release and anything can happen, and I realize that a lot of people are very much upset with Blizzard Entertainment's decision. Still, I can't shake the fact that they have addressed something essential in both the aging Diablo 2 as well as in (albeit in a different form) their more modern World of Warcraft, the trading business. (more...)

Posted by

Marcus

Designer

Making money the random way: Android Feature

Happy Power Metal Friday! After a sunny work-week the weather suddenly decided to make a 180.What a perfect analogy to the current happenings for Wisp on Android Market! (more...)