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.
This past year has been great in reaching out beyond just the audience here to people in my local community about videogames and game design. However, the study of game design continues to be a mystifying art for some, and it hasn’t gotten any better since I started Game-Wisdom 7 years ago. With the growth of the industry and being accepted worldwide, there really needs to be more than just a handful of discussions about game design.
For this week’s cast, I was joined by fan of the site and YouTube channel Muhammad to talk about our thoughts on videogames as a medium.