It is remarkably similar to an experience like Dungeons & Dragons, and it’s simplicity is what helps it succeed. You start off with a few characters you play as, you are sent to clear out various dungeons, where you will get more powerful and level up, so that you can return to town, spend your upgrade points, and return to do it all over again. The gameplay loop presented in this game is simple. With all this in mind, I would like to talk about Darkest Dungeon. The long term is what will be keeping your players coming back to play more of your game, and it is “ important to think about what the player is doing on a moment-by-moment basis.” (Bycer, 2020). Something I find incredibly appealing, that is not only fun to attempt to balance, but vitally important to a story is creating a “ Core Gameplay Loop that works both in the short and long term experience. I had never really considered this as an important aspect of designing a videogame until I actually had the power to influence it, to make my own world, my own core gameplay loop. As a Dungeon Master, I also love giving that situation to my players. When I play a game tabletop game like Dungeons & Dragons, I love starting out as a low level character, fighting enemies in a dungeon, getting cool stuff to become more powerful, and then repeating the process.
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