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Game Analysis

Quest Design – Expanding on the Fetch Quest Structure

August 22, 2017April 18, 2017 by Andrea Castellano

“All quests are fetch quests,” my friend said in response to my complaints about The Legend of Zelda: Breath of the Wild. Even within the context of a post-apocalyptic world, … Read more

Categories Game Analysis

More Visual Detail Does Not Improve How We Play

August 22, 2017November 27, 2016 by Andrea Castellano

In Uncharted 4: A Thief’s End, I barrel down empty corridors, glancing at the ruins of ancient tombs and cities. These decorated hallways and detailed rooms disappear in a blink, … Read more

Categories Game Analysis

Applying Purpose and Improving Interaction in an Open-World Game

January 19, 2018June 30, 2016 by Andrea Castellano

When DICE revealed Mirror’s Edge Catalyst, the shift from linear parkour to an open-world didn’t matter. I waited eight years to play another Mirror’s Edge and nothing would stop me. As I slow … Read more

Categories Game Analysis

The Effects of Cosmetic Sales, Free Updates and Paid DLC

August 22, 2017June 7, 2016 by Andrea Castellano

As players grind levels for loot boxes in Overwatch, I assume Blizzard works hard on their promise of free DLC. They fund free updates with revenue from selling randomized loot boxes … Read more

Categories Game Analysis
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