Two things are key to becoming a great game designer: making games, and playing games. In this article, Rodain Joubert extracts and explains three game design lessons from playing Dungeon Crawl that revolves around difficulty, providing meaningful decisions, and removing tedium from the game interface.
What I Learned from Dungeon Crawl
Posted by Dev.Mag on 10 February 2010 Game Design, Role Playing Game Design
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Tagged with: dungeon crawl, game design, roguelikes, what i learned
Feb 102010

