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 36 - Console Generations
Mathew and Attila share their thoughts on the implications of incremental console updates.
Read MoreGameology 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 34 - The Good, The Bad - Mario Galaxy
Attila and Mathew discuss everything there was to love about this classic, as well as a few details which are not to their liking.
Read MoreGameology 33 - Rock Paper Scissors
How does this playground game provide the basis the best tactical game-play experiences?
Read MoreGameology 32 - Game Feel
Game Feel is responsible from everything from making a control scheme feel responsive to making a death animation satisfying!
Read MoreGameology 31 - Breath of the Wild - Zelda Evolved
Mathew and Attila speculate on the design decisions of Breath of the Wild and look at where some of its most interesting features draw their inspiration.
Read MoreGameology 30 - Where do I go, what do I do?
With all the hate surrounding games having too much "hand-holding" what's the right way to share information with your players?
Read MoreGameology 29 - Behind the Scenes on Speedrunning
How are crazy Sequence Breaks and Memory re-writes even possible in the first place? Attila gives insight on the programming practices that gave rise to certain Speed-running tactics.
Read MoreGameology 28 - Crunch Time
Mathew and Attila discuss the slippery legalities of "Crunch Time".
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 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 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?
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