Are palette swaps nothing more than a development shortcut, or can they be used to bring visual cohesion to a game?
Read MoreGameology 26 - Checkpoints
Checkpoints; the more the merrier? Mathew and Attila discuss how frequently checkpoints should occur, and where they should optimally be placed.
Read MoreGameology 25 - Side Quests
From the exceptional Loyalty Missions in Mass Effect to the mundane Fetch Quests in MMOs of years past, Side Quests provide some of the most and least memorable experiences in gaming.
Read MoreGameology 24 - Progression Systems
Progression Systems keep players engaged, but wouldn't it be better if your motivation was to play the game for the sake of enjoying the actual experience, rather than just making a number go up?
Read MoreGameology 23 - Trading / Collectable Card Games
Mathew and Attila discuss games that are distributed as digital Collectible Card Games and physical Trading Card Games.
Read MoreGameology 22 - Building Accessible Board Games
Why does a board game rule book take 10 pages to explain what a friend can summarize in less than 5 minutes?
Read MoreGameology 21 - Luck vs Skill
Luck can feel great when it works in your favor and aggravating when it works against you, winning a game of skill can be rewarding, but loosing one leaves you no one to blame but yourself.
Read MoreGameology 20 - Hearthstone's Microtransactions
Do we let Hearthstone get away with being pay to win because we find it fun to play? Are digital card packs a worthwhile purchase if set rotation is going to make them obsolete?
Read MoreGameology 19 - Microtransactions
How can developers use micro-transactions in ways that don't harm consumers? Mathew and Attila discuss micro-transactions in games.
Read MoreGameology 18 - Meaningful Choice
Mathew and Attila discuss what truly makes a choice Meaningful in a game.
Read MoreGameology 17 - Narrative
Mathew and Attila discuss narrative in games, and the dichotomy between games which put story first with lacking gameplay and action games which don't bother to tell a good story.
Read MoreGameology 16 - Case Study: Shovel Knight
Mathew and Attila discuss Shovel Knight, it's penalty for death, and whether instant-deaths make sense in a game where you have a health-bar.
Read MoreGameology 15.5 - Pokemon GO
Mathew and Attila jump on the Pokemon GO bandwagon and discuss the potential future of Nintendo games on smartphones.
Read MoreGameology 15 - Death
Mathew and Attila discuss Death and Energy Systems in games.
Read MoreGameology 14 - Session Length
Mathew and Attila discuss the ideal length of a gaming session.
Read MoreGameology 13 - Game Length
Mathew and Attila discuss the length of games, both AAA and Indie
Read MoreGameology 12 - Case Study: Paper Mario: Sticker Star
Attila tears into Paper Mario: Sticker Star.
Read MoreGameology 11 - Case Study: Shadowrun
Mathew talks all about the Shadowrun series and specifically his favorite entry in the series; Shadowrun for the Sega Genesis.
Read MoreGameology 10 - Case Study: The World Ends With You
Attila heaps praise on one of his favorite games; The World Ends With You while Mathew listens patiently. A discussion on how the game handles Difficulty and an example of Mechanics as Metaphor.
Read MoreGameology 9 - Difficulty
Mathew and Attila discuss difficulty, fairness, and consistency and how this can be done well or done poorly in games.
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