Video game development is always about going big with your ideas. Unfortunately, there comes a point when you can go too far with an idea and can create more harm than good. For today’s post, we’re going to talk about the trap of over-designing your game as a game developer.
A major evolution of game development over the years would have to be the use of procedural generation. Instead of having a linear experience that is one-and-done, you can create something that always keeps the player guessing. Rogue-likes, survival and simulator games have been using procedural generation to extend their replayability.
When it works, you have a game with almost unlimited replayability. However, as with all elements of game design, it’s not perfect and can hurt as much as help a game if not properly balanced.
This week on the cast, it was all about Dark Souls 3, as my friend Alex and I went over as many points on the game as possible in one of the longer casts in awhile.
At this point, I shouldn’t need to tell you about the Dark Souls series and why people are excited about it. Over the last few years, From Software has grown in reputation thanks to the series and being one of the most challenging on the market. The previous Dark Souls I felt stepped away from what made the series great and left From Software in a position to recover with Dark Souls III. With 3, we have a mix of old and new designed to push (and punish) players further.