Gamasutra Feature Articles: Darwinian Difficulty: How Throwing Players In Headfirst Can Work

Gamasutra Feature Articles
Gamasutra Feature Articles
Darwinian Difficulty: How Throwing Players In Headfirst Can Work
Nov 3rd 2011, 16:00
Considering building a game that relies on player skill? Josh Bycer analyzes the design of Demon's Souls and Ninja Gaiden Black, exploring how these games successfully challenge the player and offer engaging experiences that run counter to how most games are designed.
Facebook LinkedIn StumbleUpon Twitter

No comments: