For this video, I talked about videogames as a medium and what does it mean to make a timeless videogame.
Today’s video looks at asymmetrical game design and what it means for providing a balanced experience when everything is imbalanced.
Assassin’s Creed Odyssey went under fire lately for their DLC involving the main character being required to get married and have a child. Many people out there were upset about this, just as there were people who didn’t see it as a big deal. For today, I want to talk about how Ubisoft stepped into a trap of their own making, and how this is not the first time a developer has done this.
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 Isaac, Spelunky, 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.