Sunday, January 31, 2016

DECONSTRUCTING #003: Interconnected core design in ADOM and Rocket League, PART 1 of 2

DECONSTRUCTING: Interconnected core design in ADOM and Rocket League, part 1 of 2


INTRO
This time I wrote about a one solution to a meaningful hi-level designinterconnecting core design features. I’ll use two games as examples, which are very current at the moment AND which I’ve been, “surprise, surprise” playing a LOT, and thus once again thinking a lot of. These two games are ADOM (aka Ancient Domains of Mystery), which just recently debuted in Steam, and a “little” phenomena called Rocket League. But there is also a bigger reason for choosing these exact two games: they both share, even though representing a whole different style of games, one distinct feature. They both have executed masterfully the interconnection of their main core design features, which all perfectly contribute to the end result as well as complimenting other core features, creating a very meaningful design.

In sake of pure reading pleasure and my limited free time, I decided to chop the article in two parts, this being naturally the first part.