Most of the challenge of games comes from the pressure of not losing. And so, it warrants spending more time thinking about the purpose of losing from a game design perspective. Since loss conditions interact with system complexity and mastery in non-obvious ways, I’ll describe a combination of loss conditions that I think is the best for maximising player engagement.
A long time ago, not long after The Last Of Us came out (and long before the expansion) two close friends and I discussed it on a podcast. I wanted to share it here since it has long since faded from the internet, and since its a nice snapshot of my thinking at the time.
This post is discussion and critique of the exit gates in Dead by Daylight. While I think many aspects of the design of the exit gates are great, the way they trigger escape leads to bad dynamics between the survivors and the killer, ultimately breaking the tension and the setting.
A discussion of how rewards promote certain kinds of behaviour and how to design the rewards in Dead by Daylight to encourage the best possible matches.