We love fantasy, and we’re big fans of all of these serious books and games in the genre, but we also think fantasy has a lighter side worth exploring.
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.
Pat Holleman takes a deep-dive into how Ultima Underworld and Final Fantasy changed the landscape of modern RPGs.
While we wanted gameplay mechanics and early enemy encounters to feel familiar to players, we wanted to show players early-on that the world of Operencia was not typical medieval fantasy and that we were putting our own twist on the grid-based RPG model.
Pat Holleman goes back to 1985 to analyze the strategy of combining RPG mechanics with other genres to create uniquely durable games.