Game Design

/Tag:Game Design

Why Setting is Critical in the Horror Genre

Dread Nautical draws inspiration from a large assortment of games and our favorite stories from books and film. This Lovecraftian rogue-lite roots itself in a setting that is relatively unique as far as RPGs go--a mostly modern cruise ship at sea--but it also leverages classic ideas that have made the horror and psychological thriller [...]

By | October 12th, 2020|Dread Nautical, Zen Indies|Comments Off on Why Setting is Critical in the Horror Genre

Virtual Reality RPGs: How Operencia’s Classic Grid-Based Formula Became the Foundation for Innovation

Our team grew up dragging manuals and character sheets and dice bags from house to house. When we couldn’t meet to game, we filled the downtime with CRPGs, crawling through dungeons in games like Bard’s Tale, Eye of the Beholder, and the Ultima series. Adventure was always on our minds, and we wanted to [...]

By | September 24th, 2020|Operencia, Zen Indies|Comments Off on Virtual Reality RPGs: How Operencia’s Classic Grid-Based Formula Became the Foundation for Innovation

Genre-Bending in CastleStorm II: Bringing Kingdom Management to a Lane-Pusher

Game design is a careful balance between the familiar and the innovative. When we developed the first CastleStorm, we purposely kept a narrow focus on our target genre: lane-pushers. And then we used player feedback and our own growing RPG experience to introduce several new twists on the genre in CastleStorm II.

By | August 31st, 2020|CastleStorm, Zen Indies|Comments Off on Genre-Bending in CastleStorm II: Bringing Kingdom Management to a Lane-Pusher