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Game Design Deep Dive: Roguelikes,New
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Game Design Deep Dive: Roguelikes examines the history and rise of the oftenconfusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the awardwinning Demons Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work.The first of its kind talking about the roguelike genreExamines the design and methodology of roguelike games and the different variationsA highlevel discussion and breakdown of procedural and random content generationJoshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through GameWisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.
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