Student Postmortem with DigiPen's Toblo
Walking the fine line between simple and just plain boring gameplay is a delicate issue, especially with independent game makers. How do you make a game appealing without stripping it of the elements that keep players coming back for more? GameCareerGuide's postmortem with the Toblo design answers just those questions, discussing the high and low points in the development process.
"Light-hearted" and "easy to play" were two key phrases in the design of Toblo, a simple capture the flag game created by a group of DigiPen students. Played in a world of colored blocks, your only goal is to capture the other team's flag. Your weapons are the very blocks that surround you, simply walk up to anything and tear it down to load up on ammo, then dash into the enemy's fort and let 'em fly. Although Toblo isn't a full-fledged game, it's proof that a concept doesn't need to be elaborate to be interesting.











Reader Comments (Page 1 of 1)
KC @ Mar 3rd 2007 9:40PM
Seems great. Destructible environments and pick up and play mechanics.
Just the kind of game I'd want to see.
Destructible environments are what I REALLY want for the new gen of games. Especially FPSs'.
Burnt Meatloaf @ Mar 3rd 2007 10:47PM
You can't really define boring. Some people spend months pointlessly leveling-up all day.
Laggy @ Mar 5th 2007 4:35AM
I would have to agree, playing MMO's with grind is generally boring, but it makes it fun in thinking what your achieving when you get there (new armour etc.)
dwhit @ Mar 5th 2007 3:24PM
I downloaded it and have been playing it with my roommate for most of the day and it is a great game