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Description

Tristan and Oliver venture down deep into the underworld of Supergiant Games’ renowned roguelike Hades as they nimbly dash through these three bits:

1. Repetitive Fun - Putting the ‘fun’ in death and making each run feel fresh in this “narrative roguelike”

2. Encouraging Experimentation & Variety - How the game drives exploration and nudges players towards trying new things.

3. Feel like a god - Why does it just feel so damn good to play?

Find us on twitter at:

3-Bit Design: @3bitdesign

Oliver - @oliverwauters

Tristan - @theatrewalker

Some references:

Developing Hell - NoClip (docuseries)

Supergiant's fourth outing Hades introduces a more mature, organized dev process - Bryant Francis, Game Developer (article)

The Good and Bad of Hades: Looking at Game Design - Gloria the Animator, Indie Hive (article)

Hades Game Designer Gives A Behind-The-Scenes Look At Its Development - Jon Bitner, The Gamer (article)

Roguelikes And Narrative Design With Hades Creative Director Greg Kasavin - Kris Graft & Alissa McAloon (GDC podcast)

Breathing Life into Greek Myth: The Dialogue of 'Hades' - Darren Korb & Greg Kasavin (GDC talk)

The System Behind Hades' Astounding Dialogue - People Make Games (video essay)

Hades is a roguelike for roguelike haters - Polygon (video essay)

How Gameplay Loops Keep You Playing - Architect of Games (video essay)