Defunned
As a rule, I usually avoid writing about “fun.” I don’t feel “Fun” is a very useful term for analyzing game design – it’s poorly defined, it’s subjective, it’s regarded as a self-evidently good thing to have. In short, “fun”…
As a rule, I usually avoid writing about “fun.” I don’t feel “Fun” is a very useful term for analyzing game design – it’s poorly defined, it’s subjective, it’s regarded as a self-evidently good thing to have. In short, “fun”…
The ‘roguelike’ genre started, appropriately enough, with the game ‘Rogue’ in the year 1980. Rogue was an appealing but simplistic game, a primitive ASCII-based RPG. Soon more robust imitators came along, extrapolating on its mechanics to make more complex worlds,…
I’ve been holding off on writing this for some time. I got Rogue Legacy shortly after its release, something unusual for me, because I wanted to play it as soon as I saw it. On paper it seemed like the…