144: How to Ruin a Game, Part 2 - Random Access Memory

Release Date:

On our second installment of this hyperbolically titled mini-series, we spotlight how information can build during the course of a game - or even before it begins - to the point that meaningful decisions cease to exist. Stacking an ever-growing burden of need-to-remember information does not give a game more depth, just as taxing a computer's RAM is usually a crutch for sloppy development. Will new games like Skytear and Flesh and Blood keep things clean, or, as many others, will they fall into the trap? Find all previous casts, as well as learning content and products, on our website: https://teamcovenant.com

144: How to Ruin a Game, Part 2 - Random Access Memory

Title
144: How to Ruin a Game, Part 2 - Random Access Memory
Copyright
Release Date

flashback