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Loopy Design Encourages Longer Play Sessions

Want to encourage longer play sessions?  Consider looping level design.  Greg Campbell draws upon examples from Zelda 1, Dark Souls, and Divinity: Original Sin.

Preferential Treatment Stabilizes Random In-Game Shops

In games with random shop inventories, letting players preorder in-game items with specific parameters helps keep players excited when getting items.  It makes sense lore-wise that big spenders like PCs would want spiffy specific gear to do their job.

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