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Context 3 Game Design

"Into the Breach" is a highly acclaimed turn-based strategy game available on platforms such as Steam. It was co-developed by two independent creators. It possesses distinctive features that set it apart from other games in the genre: the core objective of the game revolves around defense and salvation rather than destruction and devastation. What is particularly intriguing is that this game has achieved great success solely based on its unique gameplay centered around the concept of defense, without relying on extensive content, narrative, or high-quality visual art resources. In my critical reflection, I mentioned the detailed discussion by the game developers during a presentation, where they shared the entire process of creating the game.

"When we talk about our game design process, we cannot ignore the concept of 'limitations'," the game developers emphasized. As an example, if you introduce a health bar system in game design, it inevitably necessitates the design of a combat system. For us, the initial and fundamental limitation was designing gameplay focused on defense," this was the core idea mentioned by the game developers. Simply put, "limitations" represent principles that cannot be compromised or essential elements that cannot be removed. All other factors should serve this constraint, regardless of their individual excellence. This sparked my contemplation on the concept of "limitations" in the games I create and laid the foundation for my methodology in game design moving forward.

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