
07: Death in Roguelikes with Kawa
Eggplant: The Secret Lives of Games
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The Importance of Consistency in Game Design
I wonder if the fundamental way we engage with games now has changed how people approach game design and building in these features. I think a lot of where that started was places like spelunky, which introduced a lot of these you know rogue like thought rue gold rigor ways to keep your game long but also make it palatable for visual focus. There's a conversation to be had outside of the game that's not directly inside the game so can you create reactions that are exciting while also being legible? These things seem to be related to every kind of game whether it's gone home or spelunky or a rogue like red dead redemption right because everyone talks about these things
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