Recently I’ve been playing a lot of games built around randomized or procedurally generated design. Yet despite their generated content, I keep finding myself getting bored with them fast. As I thought about this in detail, I came to realize that randomized elements in game design can actually be categorized easily to explain their impact on a game.
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.
In light of the reported issues of Mighty No 9’s problems at launch, it was a great pleasure to have a chance to check out 20XX: a rogue-like mixed with the classic Mega Man-styled design. The game has a great chocolate mixed with peanut butter-like design, and while it’s not finished yet, this is a great game to look forward to.
Enter the Gungeon is the latest in the recent trend of action rogue-likes. Combining the designs of The Binding of Isaac and Nuclear Throne, the game is one of the hardest entries in the genre, but a few decisions leave me reaching for my holster.