
Bedivere from Front Towards Gamer takes a look at the current trend in video game design of making games easier. Is their such a thing as too easy? We all want our games to be accessible, but their is a point when games become dull.

FuRuy has opened a Twitter account called “Project Alice” teasing a new game announcement on April 25 at 20:30 JST.

Filing a false DMCA claim costs nothing, requires no proof, and can destroy an indie game's launch in minutes. Fighting back can cost tens of thousands of dollars and take weeks (if you can afford it at all).
Copyright is copyright. DMCA is a good thing that protects creators IP., revenue and usage. and you can absolutely appeal a wrongful DMCA takedown. It’s happened to me. Was easily resolved.
No system will ever be perfect, but there needs to be a review, unless it blatant.
Until there's genuine consequences for this type of abuse, it'll keep happening across all media. DMCA is in principle a good thing, but it needs an overhaul.

The Montreal-based team behind March of Giants joins Ubisoft to continue development on the free-to-play 4v4 MOBA game where players take on the role of giant combatants.
Simplicity creates sales, complexity makes a good game.
I'm not sure actually.
We all know that simplicity gives good reviews. Easy to pick up and easy to play is apparently very good. I don't think consumers are very patient now a days. I don't really see too many games who are really complex.
What i really miss are hard games. Most of the games I've played recently I have ramped up on Hard difficulty but their difficulty ain't that hard at all. There is no need for the perfect execution of a mission, or to try different strategies to complete something. On my behalf I feel harder SP games gives me a lot more value for my money as well as a better experience.
What I hate about Max Payne 2 is that lack of Auto Saving that Max Payne 1 did have. And you can't make your movement more sensitive.
Looks like a straight conversion from PC version.
Portal for example. The idea for the game is simple yet complex at the same time. Probably also while creating the game. Designing the levels for it must have been a chore, at the same time the game mechanics are fairly basic. You only have one weapon that does two things, and all levels have the same goal.
'have more options' in a level does not make it complex if your a good designer. You are discussing Linearity vs. more open level designs where you get more choices to tackle a mission.
I don't see why we can't have the later and why that makes it 'complex'?