1 In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience. Desktop Dungeons: Design Analysis (Part 2)23 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / management / narrative / qcf design by Herman Tulleken
1 This is the first part of an in-depth look at the design of Desktop Dungeons, the South African game that won the Excellence for Design Award at the IGF. In this part, we look at the player actions, choices, and tension. Desktop Dungeons: Design Analysis (Part 1)3 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / qcf design by Herman Tulleken