Asher Einhorn's Blog
Game Designer at Naughty Dog
As designers we like complexity in our games, but how much is too much?
Allowing players to set their own difficulty gives many benefits, and takes many forms.
With design that strongly pushes on readable threats, players can be challenged more, but die less.
Dynamic difficulty is hated when done badly, but games that don't include it at all are often frustrating. Our jobs as developers is to try and find the sweet spot.
A razor is a simple, often used tool to keep large, creative teams on the right track.
Keeping your game interesting by creating variety in your mechanics through a dependence on level-design.
Asher Einhorn's Comments
[Blog - 10/12/2015 - 09:25]
Fantastic article. When entering the ...
Fantastic article. When entering the industry I was completely bewildered that the level designers I met had never read a book on architecture where so many of the lessons from that industry are so directly relevant. Christopher Alexander 's 'a timeless way of building ' is a nice introduction.
[Blog - 10/02/2015 - 01:08]
I think it 's more ...
I think it 's more about ordering progression than slowing it down. Also, you might like this - https://www.youtube.com/watch v 084BUNlI7Gk
[Blog - 10/01/2015 - 01:22]
[Blog - 09/17/2015 - 02:04]
[Blog - 09/18/2015 - 01:30]
I don 't agree with ...
I don 't agree with this, I think game feel is a design fundamental. I think the idea that the only 'fundamental ' aspect of a game is mechanics is something we 've realised as an industry is very untrue. r n r nIt 's like saying that cinematography is ...
[Blog - 08/12/2015 - 06:38]
I agree with this post. ...
I agree with this post. Something has never quite sat well with me when people put an emphasis on choice. The unique thing that games can do are interactivity and exploration - and these binary choices are just a hamfisted implementation of both.