But there's
good game design behind all the feathers, too - witness this smart approach to the genre on cellphones: «Because of the extreme control limitations every mobile game faces, it was clear to us that trying to emulate arcade - style fighting would just lead us to an over-bloated and clunky experience.
Not exact matches
With excellent level
design, surprises
behind every corner, wonderful presentation and more, Super Mario Odyssey deserves praise as the
best platform
game of the year,
best 3D Super Mario
game and one of the
best Nintendo Switch exclusives of 2017.
Designed by Tomorrow Corporation's Kyle Gabler, World of Goo is the oldest of the three Tomorrow Corporation titles released on Switch this week, but it's quite possibly the
best one out of the three, due to the intelligence
behind the
game and the ground - breaking physics that impressed us all back in 2008.
And what
better way to show you what this expansion is all about than a comic drawn by Peter Klijn, one of the fantastic artists
behind the character
designs of the
game.
Behind that, though, is a great
game with interesting enemies, a story that makes no sense but doesn't need to and some really
good piece of imaginative art
design.
The team
behind the
game have clearly tried to balance the issue, letting you overlap blocks and a few other tricks, but it was clearly
designed to work
better with a mouse.
For me GTA V is a third person
game, it was
designed for this perspective and most definitely looks
best with the camera set
behind the player but it's always nice to have the option, especially when it changes the way we experience Rockstar's virtual world.
This year, the company
behind Final Fantasy and Kingdom Hearts showed off seven new
games, giving fans the
best of both Eastern and Western
game design.
Inside looks to be the potential darling of the show, up for 6 awards (
Best Audio,
Best Design, the Innovation Award,
Best Narrative,
Best Visual Art and
Game of the Year), with Overwatch (
Best Audio,
Best Design,
Best Technology,
Best Visual Art and
Game of the Year) and Firewatch (
Best Debut, the Innovation Award,
Best Narrative,
Best Visual Art and
Game of the Year) trailing close
behind with 5 nominations.
The student team
behind the hit Flash
game KILL ME return with another
well -
designed, polished puzzle
game.
I was
behind most of the initial
game design, as
well as coding some parts of the
game.
Whether you want to know about the psychology
behind why
good game design works, why people act and think as they do when they play
games, or how those who market and sell
games take advantage of psychological quirks, you'll find something cool and interesting here.