Soren Johnson discusses a number of lessons he learned from Sid Meier during his time at Firaxis.
All four observations are good, but the third and fourth are especially resonant for me. Calls for thematic simplicity and “show, don’t tell” have grown increasingly loud as of late. When Jeff Kaplan says at GDC “we need to [...]
Rob Hale’s discussion of a Damnation making-of video raises a very interesting point. The top down diagram that most levels emerge from does not lend itself particularly well to creating rich vertical spaces. It’s possible to create verticality after the fact, but rarely is it significantly navigable. I’ve personally wrestled with this when designing tabletop RPG [...]