Rating old Game Design Docs; should I Make it, or Break it? Mathew and Attila discuss "Cave Explorer", "Center Tetris" & "Collapse"
Read MoreB1TS 0F W1SD0M 2: Trimming Zarnok Fortress Features
A solo-cast where Attila discusses the reasons behind trimming certain features from Zarnok Fortress.
Read MoreMake it or Break it 2 - Bisector, Boolean Bash, Bribery Race
Rating old Game Design Docs; should I Make it, or Break it? Featuring "Bisector", "Boolean Bash", and "Bribery Race"
Read MoreMake it or Break 1 it - Arrow Key Trap Maze and RGB
Rating old Game Design Docs; should I Make it, or Break it? Featuring "Arrow Key Trap Maze" and "RGB"
Read MoreGameology 41 - The Good, The Bad: Super Mario Bros 2
Mathew and Attila look at the aspects of Super Mario Bros. 2 that made it into future games
Read MoreGameology 40 - Companion AI
So often, AI meant to assist the player ends up doing the complete opposite. Mathew and Attila discuss everything from rage-inducing Escort Quests to delightfully helpful invulnerable assistants in their discussion on friendly AI.
Read MoreGameology 39 - The Good, The Bad: Super Mario Bros.
Mathew and Attila discuss the crucial design choices that led to Super Mario Bros. becoming the gold standard among platforming games
Read MoreGameology 38 - Legislation
Should government legislation crack down on harmful game design practices?
Read MoreGameology 37 - The Good, The Bad: Mario 64
Show Notes
Mario 64 brought the famous plumber into the 3rd dimension, what was gained and what was lost in the transition? Mathew and Attila discuss the 3D platformer that set the golden standard for years to come.
Gameology 35 - The Good, The Bad: Super Mario 3D World
Did you experience this Wii U gem? Mathew and Attila talk about everything from the aesthetics to the sound design of this stellar 3D Mario title.
Read MoreGameology 27 - Palette Swaps
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 18 - Meaningful Choice
Mathew and Attila discuss what truly makes a choice Meaningful in a game.
Read MoreGameology 14 - Session Length
Mathew and Attila discuss the ideal length of a gaming session.
Read MoreGameology 12 - Case Study: Paper Mario: Sticker Star
Attila tears into Paper Mario: Sticker Star.
Read MoreGameology 9 - Difficulty
Mathew and Attila discuss difficulty, fairness, and consistency and how this can be done well or done poorly in games.
Read MoreGameology 8 - Game Jams
Mathew interviews Attila about his recent participation in a Game Jam and Attila shares his thoughts and experiences with Jams past.
Read MoreGameology 6 - Boss Battles
Mathew and Attila discuss what makes a boss encounter memorable, looking at Mini-Bosses, Temple Bosses, and End Bosses.
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