Defining Ludomechanical Dissonance in Game Design
"Ludomechanical dissonance at its worse presents a situation where the player knows that the game is being intentionally skewed against them."
This week on the cast, Chris Bourassa of Redhook Games stopped by for a post mortem talk about developing the Crimson Curse DLC for the Darkest Dungeon.
XCOM Enemy Unknown is the closest a modern game has gotten to being the perfect game for me. The main reason was with the addition of the Enemy Within expansion that just made everything better. XCOM 2 was another amazing title; this time with Firaxis having complete freedom to grow it. Now with War of the Chosen, XCOM 2 gets even closer to perfection than the first game.
Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.
This past week, I finally joined the masses with getting my first Smartphone. The second I got home, I quickly went to the play store to install all the crazy mobile games I’ve heard my friends talk about over the last few years. I’ve talked about my thoughts on mobile gaming in the past without having a Smartphone to actually see it firsthand. Now that I do, my opinion has gotten even worse on the market.