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Dissecting Design -- A Valley Without Wind

Each week, Josh Bycer of Game-Wisdom takes a deep dive into one video game for his Dissecting Design series. This week, it's all about the replayability of A Valley Without Wind.

Josh Bycer, Blogger

October 10, 2017

1 Min Read
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This week's Dissecting Design is about A Valley Without Wind and being one of the most replayable games that no one played.

A Valley Without Wind is an example of how just having replayability is not enough. If someone doesn't enjoy your game at minute 1, they're not going to be there for hour 10 or more.

0:00 -- Intro

1:35 -- Basic Gameplay

10:18 -- A Valley Without Wind's Progression Structure

31:47 -- A Valley Without Wind's Problems

40:25 -- Final Thoughts and Outro

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About the Author

Josh Bycer

Blogger

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

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