The last time I talked about Dungeon of the Endless, the game was in Early Access with a good portion of the design finished. With the game finally out this week, it’s time to once again do some rogue-like dungeon crawling.
Numerous times in the past I’ve talked about the importance of good loot design when it comes to ARPG or RPG game design. Because loot is tied to progression it is vital that the developer gets it right in order to keep someone invested in playing. For today’s post I want to look at two very different games and how they both have opposite problems when it comes to loot design.
The last time I looked at false choices in game design, I talked about options that were across the board weaker than your other available options rendering the choice meaningless. For today’s post I want to expand on that discussion with a talk about the same problem but from the opposite end of the spectrum when a choice is too good.
The Civilization series from Firaxis and Sid Meier have been one of the long standing foundations of PC and turn based strategy game design. With Civilization Beyond Earth, the series for the first time moves off of planet Earth and explores the world of Science Fiction. But despite the new coat of paint and locale, the game can’t escape the orbit of Civilization 5, for better and for worse.