All posts tagged with "game design"

Commitment Anxiety in Skill Selection

In the current revision pass on Dungeons of Dredmor we’ve finally had to make some hard choices about what skills mean to a player’s character. Thus far, all skills have been more or less freely available to select from any point for testing purposes. But if every skill is always available then by the time a player earns a few levels they shall have had the chance to buy a completely new set of skills which would render the importance of their initial choices mostly meaningless. We want every playthrough of Dredmor to be about an experience which is meaningfully different from a playthrough with different starting selections — so far as we are able to make it so.

Dungeons of Dredmor hero choosing skills

Which will you choose?

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Posted in Dungeons of Dredmor, Game Design | Tagged , , , ,
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State of the Dredmor

You know what? I didn’t get ANY Sewer Brew for my birthday. Not a drop. That means I’m now programming sober for the first time in ten years. Watch out, people.

A recent post from the SomethingAwful Forums states, “Well, I went to check up on Dungeons of Dredmor, but there’s been no new release information.” Well, something to that effect, anyhow, and the post wasn’t all that recent. I think it was in November. So here’s the state of the union. As a bonus, I’ve taken a few more WIP Screenshots showing off some of the new systems, which we will shove in a new post.

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Posted in Dungeons of Dredmor, Game Design | Tagged , ,
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What is a Warrior to do?

Combat RPGs don’t traditionally offer much active choice to a warrior character: Do you attack? Do you not attack?

Maybe you get to quaff (but never “drink”) a potion every so often. A player’s agency comes more from the set-up to combat through having a much more equipment-driven character than, say, a wizard. It is compelling to collect and use equipment, but  a warrior really ought to have something to do in combat aside from clicking “attack”.

But this is a known problem, and it has been dealt before, and cleverly.

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Posted in Dungeons of Dredmor, Game Design | Tagged , , ,
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The Nefarious Devices of Dredmor’s Dungeon

Or: Mortality & Happenstance via Mechanical Means

Traps are a bit of a conundrum because it’s not generally good game design to aggravate the player by having them randomly die. Aye, The Grand Tradition of dungeon crawlers demands traps in some form, but they pose the problem of being hidden surprise! damage-dealers. If a player is walking along and gets offed by a Dwarven land mine, hilarious though it may be to randomly explode, their agency has been taken away and this is frustrating to a player.

What is one to do with traps? Read on!

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Posted in Dungeons of Dredmor, Game Design | Tagged , , ,
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The Essential Attributes of a Dubious Hero

In which David rambles about why Caddishness is a character attribute in Dungeons of Dredmor

I was listening to some podcast on RPG design a while back, I forget the name of it (killer opening, eh?), and there was a line of thought brought up that went something like: “What is your RPG about?” “Hope.” “Why isn’t that a stat in the game?”

And this struck me: A game is about the mechanics of the game, regardless of what overt theme is overlaid in stilted cut-scenes. The optimal gameplay path is the message.

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Posted in Dungeons of Dredmor, Game Design | Tagged , , , ,
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