Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I've ever seen.
(By the way: yes-relation! James is the son of Frank Lantz, who you can hear in my episodes 23 and 24.)
Some topics covered:
- How James came to work for Klei
- Our opinions on how to market strategy games
- A little discussion about League of Legends and last-hitting
- Game design writing
- A bit about what growing up as the son of a game designer was like
Thanks for listening! As always, you can support the show on Patreon by going to http://www.patreon.com/keithburgun
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I don't mean "bar" as in "pub", I mean it as in like a resource bar. In this episode, I talk about Rogue-like games in detail, why it isn't really a genre, and what the future of these games are.
What can we do with single-player strategy games? Must they all be "managing highly random resources"? I think we should question our reliance on output randomness and heavily variant input randomness (such as map generation in Civilization) to make single-player strategy games work.
It turns out that my two articles I wrote on score in the past were really outdated and they're in the shop to be worked on. In the meantime, I recommend reading these for more thoughts on why the traditional high score system is a problem (which I claim in the episode but don't really back up).
"Why I Hate The Term Permadeath"
Episode 12 of this podcast, which talks about good goals
Auro's Single Player Elo System
A Roguelike Radio episode that I'm featured on that discusses score
A reddit "Weekly Game Design" that touches on it
Thanks for listening!
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