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Extra Credits - Casual/Core: Designing for Depth
by Myrthos, 2016-05-03 12:56:13
Extra Credits shows that the division in causal and core game designs do not work these days and uses RPGs as a reference for falling into the trap.
The arbitrary division between casual and core game design falls short when predicting the needs of today's players. Old assumptions that core players will want to invest the most time to play the game fully fall apart when we realize both that many traditional "core" players now have busy lives and a lot of games to choose from, so they often just play for a short time.
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Thanks Bedwyr.
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RPG General NewsSP/MP: Unknown
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Genre: RPG
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Release: In development