design

Is dynamic difficulty a better alternative to auto-pilot controls?

I wrote a mainstream story for Fox & Friends this week on Nintendo’s bold and novel use of Super Guide. Although I think it’s a pretty inventive way to make difficult games more accessible, one of the designers I spoke to for the story made a good counterpoint: “I don’t think it makes a game any more accessible to a broad market, but rather helps reduce frustration amon...

Nevermind the critics: How 2D Mario beats 3D Mario

The Brainy Gamer writes: As much as we enjoy blasting 3D Mario into space and navigating him around 3D orbs, a quick glance at sales figures makes one thing clear. We like Mario best when his world is flat. We still, apparently, prefer running from left to right. Consider the numbers this way: Super Mario Galaxy 1 & 2 combined total sales: 12.3 million New Super Mario Wii total sales: 15.5 mil...