Mark of the Ninja dev cut teeth on tabletop RPG design

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Mark of the Ninja lead designer Nels Anderson is on a roll. His first time running lead on a project and it scores multiple perfect scores, giving Klei Entertainment a new hit game to play with. The game’s success can be largely attributed to the team’s relentless efforts to hone the underlying design elements to perfection. To hear Nels tell it, that was no easy task.

First the game’s stealth elements weren’t fun, which led the team to instead working on making the combat more enjoyable. Then they worried that if the combat was the most fun part, that no one would bother trying to play in a more stealthy manner, so they went back to the drawing board with the stealth elements. This constant refinement of the details and how they mesh together was an arduous task for some, but for Nels it appears to be a life’s calling.

This focus on design principals over surface level trappings stems from Nels background in computer science and tabletop RPGs. While Mark of the Ninja was Nels’s first lead on a videogame, he’d worked on multiple pen and paper role playing games in the past. Many of these games were “horrible” according to Nels, but his fascination with the language of game design and crafting an algorithm for players to experiment with shone through any discouraging pitfalls he may have experienced  along the way. 

Thanks again to Nels for hanging out with us, and tune in this Sunday when we welcome former Destructoid editor Matthew “Tristero” Walden to the program to discuss the issue of “gun games” and their affect on victims of gun violence.

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Jonathan Holmes
Destructoid Contributor - Jonathan Holmes has been a media star since the Road Rules days, and spends his time covering oddities and indies for Destructoid, with over a decade of industry experience "Where do dreams end and reality begin? Videogames, I suppose."- Gainax, FLCL Vol. 1 "The beach, the trees, even the clouds in the sky... everything is build from little tiny pieces of stuff. Just like in a Gameboy game... a nice tight little world... and all its inhabitants... made out of little building blocks... Why can't these little pixels be the building blocks for love..? For loss... for understanding"- James Kochalka, Reinventing Everything part 1 "I wonder if James Kolchalka has played Mother 3 yet?" Jonathan Holmes
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