[Game: Hades, Supergiant Games, 2020]
Ode on a Grecian Burn:

How Hades Shores Up Minor Weaknesses of Supergiant Games’ Earlier Releases

 

Introduction:

Each of the first three titles created by Supergiant Games excels in some obvious way over their other offerings. Pyre contains their most imaginative fantasy world, and some of their best original characters. Transistor has the studio’s most innovative and unique core gameplay system, as well as their best soundtrack. And Bastion’s stellar implementation of dynamic narration and avoidance of the later games’ reliance on text boxes and paragraph-long info dumps make it so it’s still unmatched in their repertoire in terms of the successful integration of most story material into the actual moment-to-moment gameplay.

With that list in mind, it’s not immediately clear what Hades offers to make me say the following: it’s Supergiant’s best creation overall. That lack of clarity comes from the fact that it’s not any one single exceptional strength of the game that far outstrips the other titles—but instead the way that Hades echoes their strengths while addressing noteworthy weaknesses of each of their earlier games. Thus, in addition to sharing the high level of quality in art, music, gameplay, polish, and so on possessed by all of the team’s work, it is also the case that, in the few ways in which their earlier games stumbled, Hades dashes ahead.

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[Game: Hades, Supergiant Games, 2020]
Ode on a Grecian Burn:

How Hades Shores Up Minor Weaknesses of Supergiant Games’ Earlier Releases

was last modified: October 19th, 2023 by Daniel Podgorski

[Game: Enter the Gungeon, Dodge Roll, 2016]
Center the Gungeon:

Achievements as a Desirable Compromise Solution for Completing Games like Enter the Gungeon

 

Introduction:

In this article, I will explain a potentially unintuitive belief that I hold about a specific style of games: that the best possible experience of playing roguelikes and derivatives of roguelikes is usually attained by pursuing 100% achievement completion as the primary end goal of the game. My test case for this purpose will be Dodge Roll’s highly polished and mechanically satisfying top-down shooter Enter the Gungeon.

Like so many of its peers in the increasingly-loosely-defined genre it at least partially shares with notables like Rogue, Spelunky, and FTLGungeon is a game that is played by repeatedly attempting to win difficult randomization-heavy play sessions averaging less than an hour each, where dying means a total end to that playthrough; to continue playing, a newly-randomized session must begin from the very start.

And why do I think that pursuing achievements (or trophies, or badges, or whatever you want to call them) offers the best way of engaging with Enter the Gungeon and other games in this style? Simply, because doing so offers a balanced, varied, thorough, satisfying compromise between two inferior extremes.

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[Game: Enter the Gungeon, Dodge Roll, 2016]
Center the Gungeon:

Achievements as a Desirable Compromise Solution for Completing Games like Enter the Gungeon

was last modified: February 27th, 2023 by Daniel Podgorski

[Game: Spelunky 2, Mossmouth, 2020]
Motivations to Spelunk:

On Spelunky 2, and Three Corruptible Virtues of Implementing Achievements for Games

 

Introduction:

This essay begins with a confession, one that feels on-par with admitting that one collects rocks or baseball cards or a similarly useless class of artifacts: I like achievements. In games that I am already enjoying, I actively make an effort to get achievements provided it does not impede that preexisting enjoyment. In fact, far from being impediments, I have often found that certain types of achievements lead to goals and playstyles that enhance the experience of a game. And if nothing else, purposefully attaining 100% achievement completion for a game can be a method of paying tribute to a game of exceptional quality—or of feeling that one has reached a satisfactory conclusion in otherwise endless affairs like roguelikes, arcade-style games, or even normal linear games that one can not seem to cease replaying.

In this article, I shall be covering the three clearest ways that achievements can be used for potential gains in terms of player experience and engagement. My main example in making this argument shall be Spelunky 2, as I believe that it and its predecessor represent nearly perfect implementations of achievements across all three categories to be covered.

The garden of achievements, however, is not filled exclusively with roses. There are a great many weeds and poisonous herbs to be found growing there. Achievements are often an afterthought, tacked onto a game by weary developers at the end of long projects, and—even when implemented with intention—may nevertheless include tedious, unappealing, or even exploitative goals. Thus, in each section of this article, after presenting the possible virtues of each prominent achievement type (with reference to Spelunky 2), I will also cover the vices and corruptions to which each type is vulnerable (with accompanying examples from other titles).

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[Game: Spelunky 2, Mossmouth, 2020]
Motivations to Spelunk:

On Spelunky 2, and Three Corruptible Virtues of Implementing Achievements for Games

was last modified: February 10th, 2021 by Daniel Podgorski

[Game: Darkest Dungeon, Red Hook Studios, 2016]
Inordinate Exsanguination:

On the Design Decisions Bloating Red Hook’s Otherwise Terrific Strategy Game Darkest Dungeon

 

Introduction:

Despite all of its thematic darkness and mechanical brutality, Red Hook’s Darkest Dungeon can be quite a joy to play. It has a balanced mix of depth and breadth in its D&D-style strategy mechanics, making for a satisfying experience when formulating and executing plans. Its level of aesthetic polish stands out as exceptional, putting it alongside the work of other artistically gifted small development teams like Supergiant Games, Nitrome, and Team Cherry. And its level of difficulty makes for an agreeable challenge that requires players to develop non-trivial strategies for longterm success, as all strategy titles should.

I most assuredly have an overall positive impression of the game, and if this were a simple review of it, I would only feel that I was slightly misrepresenting my opinion if I closed by giving it an unabashed recommendation. It’s a very competent mix among an RPG, a roguelike, and a strategy game, all set against a backdrop of Lovecraftian horror—what’s not to like?

But the game’s literal tens of thousands of positive Steam reviews more than adequately cover its merits, so that’s not what I want to talk about here. Instead, this article will be focused on the abundance of small design decisions, surfacing roughly between the 20-hour mark and 60-hour mark of a playthrough, which serve to weaken the game’s demonstrable strength.

I should clarify right at the outset that none of the things I will be discussing in this article are elements covered by the title’s gameplay options (which include a number of toggles for enabling or disabling some of the game’s more contentious mechanics). Rather, the decisions I will highlight include non-optional mechanics that unduly slow its pace, that mislead the player to push them toward sub-par strategies, and that add challenge in ways that feel sloppy or even unintentional. Alone, any one of them would probably be nitpicking for me to discuss; but together, they sum into a disrespect that the game demonstrates toward the player’s time.

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[Game: Darkest Dungeon, Red Hook Studios, 2016]
Inordinate Exsanguination:

On the Design Decisions Bloating Red Hook’s Otherwise Terrific Strategy Game Darkest Dungeon

was last modified: August 26th, 2020 by Daniel Podgorski

[Game: Slay the Spire, Mega Crit Games, 2019]
Someone Else’s Strategy:

On Mega Crit’s Slay the Spire, and the Occasional Heresy of Outside Help

 

Introduction:

The deck-building roguelike Slay the Spire is a well-designed, challenging, engaging game. Each of the game’s characters has a unique set of cards from which options are randomized and dealt to the player during each run, usually as a choice of one from three at a time. Each run begins with a small standard deck, which the player improves, expands, contracts, and (ideally) eventually uses to conquer 50-54 floors of the spire. On succeeding, the player unlocks a slightly harder version of the game for the character that won, up to a maximum of 20 difficulty modifiers (a system called ‘ascension’ in-game).

Deck-building games, like most games with card-based combat, are a subset of the strategy genre. The principal challenge of Slay the Spire—as in its broader strategy siblings—is, as the name of the genre implies, developing and executing an effective strategy. In theory, barring some truly horrendous luck, a person who has robust strategies should be able to beat the game a reasonable proportion of the time, even at high ascension levels. Figuring out which strategies work and which strategies don’t work forms nearly the entire gameplay loop and motivation structure of the game throughout nearly the entire time a player will spend with it.

I feel that these facts must be patently obvious to most players of Slay the Spire, yet I’ve encountered again and again people who give new players some truly objectionable advice which would never come from someone that understood those precepts. The advice in question runs rampant in the forums across the web dedicated to the game, and even feels implied in the words of the developers within the game’s graphics settings when they say that they “recommend Borderless Fullscreen for fast alt-tab.” The relevant advice is to make use of secondary resources—such as watching high-level players in order to “learn the game,” or having a wiki open while playing. I intend to argue here that doing so is tantamount to telling new players to skip the most engaging and valuable content of Slay the Spire.

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[Game: Slay the Spire, Mega Crit Games, 2019]
Someone Else’s Strategy:

On Mega Crit’s Slay the Spire, and the Occasional Heresy of Outside Help

was last modified: August 26th, 2020 by Daniel Podgorski