zelda gamespot

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 IsaacSpelunky, 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.

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