tag:blogger.com,1999:blog-1959857904862764847.post4011087081294030705..comments2023-09-23T10:46:14.707+01:00Comments on The Boss Monster: Leveling Up as a Video Game Designer, Part ISean Duganhttp://www.blogger.com/profile/12929101541707990779noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1959857904862764847.post-61494493188495628262010-11-21T18:47:17.222+00:002010-11-21T18:47:17.222+00:00Perma-death actually does add enjoyment to the gam...Perma-death actually does add enjoyment to the game in games where most content is procedurally generated. This works because a new game involves new problems rather than repetition of stuff that's boring the second or third time through. <br /><br />Roguelike games are well-designed and deep, if graphically simple, examples of perma-death games with procedurally generated content.<br /><br />But procedurally generated content is difficult to work with, doesn't lend itself well to complex plots, and unless you're very very good, tends to fall either into directionlessness or repetitiveness.Anonymousnoreply@blogger.com