The Game Design Trap of the Zelda Rogue-like
"take that handcrafted design and progression and put it in a procedurally-designed world sounds like a holy grail form of gameplay. Unfortunately there are several design flaws with this concept."
For this video, we talked about controls in videogames and how certain games feel like they have “tight controls.”
Procedural and random generation are the cornerstones of rogue-like design, and we have seen many games push these elements further than they have ever been. This past year with Dead Cells, and games like The Binding of Isaac, Spelunky, and of course Dwarf Fortress, all provide replayability thanks to those elements.
One game design trap I see is developers trying to build a “Zelda Rogue-Like” experience, and while this may sound like the next evolution of procedural design, it just doesn’t work from a game design perspective.
For this video, we talked about how constraints when it comes to technology or money has led to some amazing titles.
From our live show, we talked about the recent ruling in Japan to ban mods and modding without the original creator’s consent.