One of the lofty goals of designing games is creating a game that doesn’t get stale; we’ve talked about this before in terms of “infinite replayability.” The problem is that no matter how many situations you come up with, they still need to be presented correctly. For today’s post, we’re going to talk about the use of “events” and event driven game design and how they can shake things up.
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.
Rimworld, developed by Ludeon Studios is another passion project in the vein of Dwarf Fortress. The game has been developed and sold directly for years now, but it’s finally come to Steam and Early Access. While it’s not the most accessible game, for those that figure out the complexities, there is a lot to enjoy and discover here.