
We wanted players to feel that anything could go wrong at any turn. Q2: While thinking about the game balance and difficulty, ❽o you had as a design objective making the player and his/her characters feel vulnerable to the dangers of the battle in each combat? Success comes from learning to mitigate bad situations, and capitalize on good ones over time." Instead of adopting the typical videogame fantasy of being super-powered in the game world, we sought to make those moments rare, and as a result of their scarcity, they feel more valuable. "We wanted to explore power and heroism by contrast. This characteristic of the game does not only show the player the cruelty of the world he or she is playing in, but it makes the game a constant challenge ❽o you think that the perseverance that you require of the player is one of the reasons that the victory feels so rewarding, while the defeat feels so harsh? Q1: The progress in Darkest Dungeon is something that requires a lot of effort and resilience from the player, being the game difficulty the main reason for it. Check it out first to fully understand how the whole concept of this game is designed to represent a disempowering BourassaArt Hi everyone! This interview about game design with Chris Bourassa, Founder of Red Hook and creator of Darkest Dungeon, has its questions based on the knowledge gathered in Disempowering fantasies and Emotional engagement in Darkest Dungeon.
