We like promoting small indie projects we think are keen, and among those is the work of Keith Burgun. Way back in the @Play guys he made the wonderful (and sadly very difficult to play these days) cartoon roguelike 100 Rogues, and more recently he made the great quasi-roguelike Auro, which can still be gotten on Steam.
Lately he’s been experimenting with more physical kinds of games, and he has a Kickstarter going for a deckbuilding game called Spellstorm!
It’s an asymmetric game, with eight characters who each play differently from each other. And if you want to try before backing, there’s already a module available for it for Tabletop Simulator (it is here), and you can download a free PDF copy of the rules for more info.
As of this reporting the Kickstarter’s just gotten underway with 27 days to go, and is approaching halfway to its goal already. $40 gets you a complete copy of the game, and $60 gets you it another another clever little game Keith made called Dragon Bridge.
Why not give it a glance over, and good luck to you Keith!
We like the work of indie game designer Keith Burgun here, and he has a new essay up about Diablo: Immortal, comparing it to other free2play and gatcha-style games. Diablo: Immortal, as has been noted previously by our intrepid alien newscaster Kent Drebnar, has been outright banned in two countries for its unusually rapacious loot system.
The piece begins with a long quote from the Diablo: Immortal subreddit that really tears into the game. It states that the game is worst than the standard f2p, calling it the worst example of play-to-win, and liking it to slot machines at the nearby gas station. (A condition that, here in the state of Georgia, is not far from reality. There are video poker machines here all over the place.)
Keith uses it to launch into the damage that gatcha patterns have done to game design in general, that its assumptions have soaked into gaming in ways beyond mere monetization. This include:
mechanisms like random drops
drop odds made explicit in the game’s UI
star ratings for items
repetitive gameplay designed to entice players to grind away at it to increase the number of drops they get
overuse of crafting
making quests into a kind of progress treadmill, with explicit UI, requirements and rewards given as a cost/benefit exchange, and
having many things in the game “level up” in some manner.
To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs. What is a star rating for an item but another form of a colored rarity loot system?
I would even argue that loot itself has become a degraded concept. All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. If you are thinking like this, please reconsider why you’re making games.
There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time.
I’ve known and spoken with Keith Burgun for over a decade now, and his early hit 100 Rogues for iOS was featured back on @Play. (It’s sadly now unplayable because of a combination of rights issues and Apple’s upgrade policy that makes old iOS software impossible to use.)
Many of Keith’s games made heavy use of randomization. 100 Rogues was a roguelike, Auro was a single-character puzzle/tactics game with randomized maps, and his current Gem Wizards Tactics (Steam, Switch, Xbox, Android) uses random maps.
But Keith is always reexamining his ideas. A while back he decided he didn’t want to keep making roguelikes, taking the ideas from it he liked and leaving the rest behind. And now he’s questioning his use of randomization as well.
He’s written an essay on his blog, titled “Space Narratives: A Map Randomizer Denounces Map Randomization.” It’s got some very interesting points, and he draws in the awesome Ocarina of Time Randomizer project in his discussion, as a way to have benefits of randomness without having to randomize the map itself. It’s good food for thought for developers interested in procedural content!