An Essay On RPG Battle Mechanics Redundancy: Intensity vs Expression
When I first came up with the idea for my hardcore tactical RPG loot game over 8 years ago, my goal was to take every cool core feature from every RPG I loved and cram it into a super awesome
Why Lock Picking Sucks And Should Be Abandoned
I know I'm not alone in feeling this way, but I hate hate hate hate hate hateeeeeee lock pick systems in RPGs. There are several problems with lock picking and locked chests in RPGs and I want to go over exactly
What Makes Loot Drops So Fun And Exciting?
It might seem like a simple answer at first glance. You might assume it's like a slot machine and it's exciting when luck turns to your favour. But I think there's a lot more to exactly what makes loot drop
What Makes A Good Loot Game?
I have been a wild fanatical fan when it comes to loot based games. I know there other crazy gamers like me, and Path of Exile is a great example of extreme loot drops and randomization in an ARPG. And
Determinism Vs Randomness
Randomness is an interesting thing in games but as a designer I personally dislike it. Perhaps it's my competitive nature too but I dislike like random chance determining the outcome. I don't mind unknown elements coming in to play randomly,