Power of the Handshake

Staff management in games is boring. You want your staff to do what they are meant to, if they don’t the game isn’t fun. This is especially true if you have to micro manage individual staff. Planet Coaster suffered from this badly when it was first released. You were required to check in on staff…

Making virtual a reality – The game changer

I’ve had the Vive for several months now. Initially I didn’t want to make any sort of judgement on it until the novelty had warn off. Now that I’m over the first impressions i’m happy to say it definitely is the way forward. I don’t think it will replace computer games as they are now…

Balancing Act – Holy Fire

Often game balance isn’t just about making sure that certain parts of the same aren’t over powered purely due to number balancing. Sometimes they also involve a human element. Back early near the early days of World of Warcraft there were two main damage abilities available to Holy Priests: Smite dealt had a short cast…

Economic RTS – Money matters

With the recent launch of Mohawk’s Offworld Trading Company I’d like to trace back it’s inspiration and look at it the changes it has made to the formula. Several of the team at Mohawk were previously employee of Firaxis, during their time there they worked on or around Sid Meier’s Railroads. Although this game departed…

Why Steam OS?

I’ve seen quite a few people wondering what the point of SteamOS is and why you would want it. It simply boils down to uncoupling PC gaming from its reliance on Microsoft. At the moment the PC gaming market is dependent on Windows, DirectX and more recently Xinput for controllers. Each of these places constraints…

XCom – On the shoulders of giants

Remaking one of the most universally loved computer games of all time is a dream and nightmare in equal measure. Everyone has ideas on how to improve a classic, but in reality most attempts end up short of the original and often lose the magic somewhere along the way. Enter Jake Solomon; designer at Firaxis…