Tagged: midnight star

Analyzing the pivot in game design between Midnight Star and its sequel

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[~2800 words]

I used to play a lot of a mobile FPS game called Midnight Star and I thought it was pretty good. Several months ago I beta-tested its sequel, Midnight Star: Renegade. I thought the changes between the two games were fascinating to observe.

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Midnight Star is designed like an older PC FPS: it consists of large, hand crafted experiences delivering the developer’s specific vision to the player. Meanwhile, Midnight Star: Renegade is designed to consist of smaller, quickly iterated, quickly consumable experiences which focus on letting the player create their own “vision”. The changes feel like a microcosm of the changes taking place in the game industry in general, especially in the mobile market.

I thought the shift in game design was so interesting that I wanted to write this post back when I was playtesting Renegade, but I didn’t have time then (ironic considering I had the time to beta-test the game). At this point in time, both Midnight Star and Midnight Star: Renegade are available on the app store or google play store or what have you. They are micropay games where you can play for free and either grind a heck of a lot or pay real money to get equipment and upgrades.

Both games were developed by Industrial Toys, which was founded by Alexander Seropian (one of the co-founders of Bungie Studios and Wideload Games).
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