Posts Tagged ‘game design’

This is What Happens with No Limits

In case you were reading my post on why caravan mode is so great and thinking, “sure it’s cool, but why cut off the fun!”, guys like this ruin endless gameplay for everyone else playing for score: Right now John McAllister, a Washington state locksmith, sits in a game room somewhere in Seattle playing Atari’s […]


Actually this won’t have much (if anything) to do with the caravans themselves, just “caravan mode.” That said the Hudson Caravan craze is pretty cool, read up about it over on Hudson’s site here. Caravan mode is another name for time attack mode. For the Hudson tours (where it got the name) as well as […]

The most blatant caseof false advertising sinceThe Never Ending Story

…actually this is likely the last part of the upgrade saga. While reviewing my last post this snippet stuck out: The gameplay itself isn’t really enjoyable or redeeming in any way, you’re just playing for the arbitrary rewards. Those rewards are something the developers can crap out every few minutes if they want to…and they […]

More Upgrade Rage

Read the previous post if you haven’t read it yet: Why I hate upgrade systems but love Resident Evil 4 I forgot to mention another reason I hate upgrade systems these days, it creates a false sense of depth. This by itself isn’t a huge issue, but the problem is if the developer falls prey […]

Why I Hate Upgrade Systems but Love Resident Evil 4

UPGRADES! OH BABY! Yes, yes we all love upgrades, and why not? They make everything better, what’s not to like? Well let me get out my cane and bag of Werther’s Originals and pose these questions instead: Why should I upgrade? What’s wrong with what I have now? I think the concept of an upgrade […]