This week’s Dissecting Design is about one of my favorite games: Renowned Explorers International Society, and what it did to differentiate itself from the other rogue-like styled games.

  • 0:00 — Intro
  • 1:21 — Basic Gameplay
  • 25:03 — Persistence System Design
  • 32:54 — Complexity Issues
  • 39:43 — Final Thoughts
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PathofexilePCgamer

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.

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PrisonArchitect (1)

Random or procedurally generated elements in game design have become a popular mechanic to add replayability and depth to games these days. Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price and can cause problems of its own that I want to talk about.

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Dark Souls 3

Video game development is all about an iterative process of building a game’s design and mechanics bit by bit to create an amazing experience, and this also applies across games in a series. While many gamers have decried the phenomenon of “sequelitis,” or when developers constantly put out sequels, their actual implementation is important and a part of what has led to some of the best games around.

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