Hey Hunters, We wrapping up development for 2017, and before the year is through I want all of you in the Relic Hunters community to be as excited as we are for 2018! I guess the best way to do that is to share detailed plans for the Alpha next year. I’ve been talking a […]
Hey Hunters, How are you all doing? This week I wanted to talk with you about a very sensitive subject in the RPG genre: level scaling. Keeping Players Together First of all, a bit of context: here at Rogue Snail we have a few core design principles that we use when making decisions on Relic […]
Hey Hunters, how are you all doing? Today I wanted to try something a little different: talk about a system that is barely out of the drawing board, and could be one of the things that you will be doing as an endgame activity in Legend. We are still a long way from implementing the […]
With Relic Hunters Legend, we want to help fix Free-to-Play games. We are inspired by great and honest free games such as Path of Exile and Warframe. We want to do our part in showing that “free” and “good” can go hand-in-hand. One of my game design idols, Richard Garfield, wrote “A Game Players’ Manifesto”1 […]
Soon I will be shipping Star Vikings, my fourth major commercial release. As always, I try to look back and think about what I have learned and if any of that could have any value for the game design community at large. Designing this game has been a very interesting experience overall, but the use […]
We have been using difficulty levels in our games ever since they left the bars and arcades and invaded people’s living rooms. Old Atari games often had “A / B” difficulty switches that allowed for challenge adjustments on the fly, as the overall design mindset turned from “eating quarters” to allowing people to customize the […]
Creavity, logic, problem-solving skills, sense of humor, knowledge of probability, statistics, systems theory, information hierarchy, storytelling… the list of desirable game designer traits seems like something out of Da Vinci’s CV. “But what is the single, most important thing for a game designer, Mark?”, you ask, fully expecting me to contort my face for minutes […]