In this episode, Lauryn and Nicholas pick up where they left off in discussing how Baldur's Gate 3 structures its skill check encounters. We look at how encounter design in video games generally seems to privilege a system of challenges and achievements where the player's subjective experience is either an afterthought or simply a second order effect. We consider what it might look like to center player subjectivity instead and create a narrative experience where both success and failure are equally valid forms of gameplay and where neither victory nor loss ever stand in the way of progression.
Get Nicholas's demo for free on Itch: https://furidashipod.itch.io/le-concours-des-filles
Substack: https://gamedesigndiscourse.substack.com/
Patreon: https://www.patreon.com/furidashi
Twitter: https://twitter.com/furidashipod
Lauryn: https://twitter.com/thelaurynash
Nicholas: https://twitter.com/academicality
118. The Mechanics of Pleasure | S4E7
117. Working in Teams, Working Alone | S4E6
116. From Inspiration to Game Design | S4E5
115. Subjectivity in Narration | S4E4
114. Themes and Pillars | S4E3
112. The Game Design Nexus | S4E1
111. Translating Tabletop
110. Baldur’s Gate 3
109. The Three Eras of Final Fantasy
108. Final Fantasy: Action Man
107. Lauryn’s Gamedev Journey
106. Is Diablo 4 an RPG?
105. Dumb AI !@#$
104. Eliza
103. Contiguity in Worldbuilding
102. Kingdom Hearts 2
101. Character Progression
100. The Last of Us
99. Augmentation and Simulation
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