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."
I have a quick announcement, Game-Wisdom was featured in the online magazine YouNite. I talked about the development of the channel, Game-Wisdom and more. To read the magazine, you can either click the screenshot above or the link here.
For this livecast, I spoke with Zack Johnson and Kevin Simmons from Asymmetrical Publications about the development of Kingdom of Loathing and West of Loathing. We spent the first part of the cast about the history and design of KOL, before moving on to West of Loathing.
Over the last decade with the increase focus on rogue-like design, there has been a misunderstanding by gamers over depth and complexity. Many gamers feel that complexity and difficulty automatically make a game better or deep. I believe we can come up with an accurate definition of what it means to have depth in game design.
This week’s Dissecting Design takes us to the stylized and brutal world of Hotline Miami.