[Game: Rogue Legacy, Cellar Door Games, 2013]
Turned Up to 11:

Rogue Legacy‘s Remix Bosses and the Virtues of Nonlinear Difficulty Scaling

 

Rogue Legacy screenshot with castle - Cellar Door Games - remix bosses - nonlinear difficulty scaling

Introduction:

Today’s topic is yet another indie game, and yet another roguelike-inspired game, and yet another game that I will be praising for its satisfying difficulty. But having covered similar topics so many times now in this series, I would like to do something a little different with Cellar Door Games’ Rogue Legacy by discussing its implementation of remix bosses as an absurd (and, from my perspective, totally welcome) spike in difficulty.

I have done this a few times in this series so far, primarily when covering games that have already been met with overwhelming praise by critics and audiences alike. In such cases, rather than throwing my praise on the praise pile, I try to offer something new, from a reading of the pixel art in FTL to a look at the atmosphere in Spacechem to a precise account of The Binding of Isaac‘s succession of The Legend of Zelda. Today’s angle: Rogue Legacy‘s various remix bosses may be seen as a prime example of nonlinearity in the scaling of a game’s difficulty, which produces potentially unintuitive benefits for the player.

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[Game: Rogue Legacy, Cellar Door Games, 2013]
Turned Up to 11:

Rogue Legacy‘s Remix Bosses and the Virtues of Nonlinear Difficulty Scaling

was last modified: October 12th, 2017 by Daniel Podgorski