Monthly Archives: February 2015

Design – Soft Gates

I’ve talked before in my Level Design Primer series about Gating mechanics: mechanics that block player progress until they’ve accomplished a certain task, reached a certain location, or acquired a certain item, thus directing the order they play through an … Continue reading

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Design: Elements of Difficulty

I want to talk about different types of difficulty. A lot of times, people will describe a game as difficult without really looking deeper, which feel misses a lot of potential for analysis. I want to break down the concept … Continue reading

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