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."
Last week I took a look at Omega Strike and how it got the foundation of a Metroidvania correct. This week, it’s time to talk about After Death and why it doesn’t hit the mark.
It seems like every time a challenging game is released the argument over difficulty starts again. This time it was Cuphead, and developers arguing regarding whether high difficulty is a feature or limiting. Extreme difficulty by itself is never good, but difficulty does have an important purpose.
Today’s Critical Thought looks at the importance of being able to manage a project and how it relates to game design. Too many developers ignore project management, and it can be the unseen killer of a game project.
This week on Dissecting Design, I took a look at Arcen Game’s Biggest game, and sadly worst selling: A Valley Without Wind. This is a game that went overboard with replayability and procedural generation, but it did not hook players.