A Difference of Difficult Progression in Game Design
"Too many elements of the progression curve in XCOM 1 and 2 are built on the player’s success, not their failures; whereas in the Darkest Dungeon, failure is expected."
I’m about finish with my XCOM 2 review; which is turning out to be one of my longest reviews in awhile. In the meantime, here is the latest video of my livestream attempt at beating Darkest Dungeon. I’m past the early game now and attempting to build a crew to take on the Darkest Dungeon.
I’m knee deep in XCOM 2 at the moment; getting things ready for my big review. In the meantime, here is a quick video I made of getting through the first mission on Legend difficulty. I’m also going to be doing a commander play of the game as part of a regular series of videos.
One of the oddest things I keep hearing people say during my streams and recording of the Darkest Dungeon is how much the game stresses them out; to the point that it has caused people to stop playing. Yet, no matter what happens, I never felt stressed out while playing the game, even if something goes wrong or I get an unlucky break.
And yet, playing XCOM and now XCOM 2 stresses me out to no end; to the point where I once almost broke my hand from punching my desk in anger during an Enemy Within play. Thinking about the two games and how they handled progression, both titles are about long-term progression, but their executions are what set them apart.
This week on the cast, I got to talk to the director and founder of the Museum of Art and Digital Entertainment or the MADE: Alex Handy, about the museum and preserving video games to be enjoyed and studied.