A Critical Thought on Lessons Learned from Prison Architect
Today's Critical Thought turns our attention to Prison Architect, and how Introversion got through Early Access with a big winner. I talked about how they used "Layered game design" as a means to designing the game, and why game developers should be taking notes on it. Multi-system games are very hard to design properly, but building your game as a series of layers can make it easier to bring some control to the chaos.
I also announced a new kind of video I would like to do on the channel: Dissecting Design, let me know what you think in the comments.
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Upload Schedule:
Daily: One video looking at or spotlighting a game in the mid afternoon est. A Critical Thought Vlog later in the evening est.
Nightly:
Random Streaming of a variety of games on http://twitch.tv/gwbycer around 10 est.
Thursday night around 7:30 est we do a live show on http://twitch.tv/gwbycer with the recording up here the next day.
There will be special audiocasts that will be uploaded on the weekends, but that's dependent on finding guests.
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About Me:
I'm Josh Bycer and I run the site Game-Wisdom, where I examine the art and science of games. Here on Youtube, I put out a variety of videos that consists of let's plays, examinations and more.
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