
58: Easing into Hades with Supergiant Games
Eggplant: The Secret Lives of Games
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Game Design - The Progression System
We identified it as an explicit goal that we were going to have a progression be part of this game. We wanted to make sure that players who became invested would be able to see it through, one way or another. And more broadly, when we looked at the rogue like genre, and, ah, and, you know, we myself in a mirror. The difficulty that they're known for is arguably kind of a means to an end, rather than the characteristic of the genre. They have to kill you so that you can start over and experience the pleasurable part,. which is starting over and having a whole new experience.
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