Darkest Dungeon: A Design Postmortem
Video Statistics and Information
Channel: GDC
Views: 340,888
Rating: 4.8840737 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design, darkest dungeon, rpg, goth, gothic, horror, steam, ps4
Id: 0IUaGQhlPwo
Channel Id: undefined
Length: 63min 22sec (3802 seconds)
Published: Sat Jul 08 2017
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An hour long and appears to be from last year, but I can tell you right away that DD's biggest problem is an over-reliance on RNG because of the way it's setup. XCOM has a lot of RNG at work, but the player can control for virtually all of it via tactical positioning - where you engage the enemy, how you engage the enemy, when you engage the enemy, order of decisions (which enemy is the most important? Is it more important to take the 100% shot that will definitely kill the weaker enemy or should you bank on that 75% crit shot killing the officer?, strategic decisions (order of research, how you build your base, etc) - and other things, to the point that if you fail a mission it's almost certainly due to player error.
DD, especially early in the game, can fuck you over even when you did everything right. You may not get a set of heroes that really synergize together, you might have the same person get crit twice in a row and be targeted by all four enemies and die (failing their very first death save) before you can even take an action.
That's not "making the best of a bad situation," that's "because fuck you for playing my game!" It's absolutely horrible design from a high-level standpoint because it very rarely increases tension or enjoyment, just makes the game really frustrating. I can count on one hand the number of times I had a character death or mission failure in a way that felt fair, that actually increased my engagement in the game. I would need several feet and hands to count the number of times I went "wow, that's fucking stupid" in regards to character death and/or mission failures. And this isn't like "I forgot to cover my squad from above so the thin man crit my dude in cover because he had a height advantage I forgot to factor in," this is "ADVENT trooper takes a 1% shot, crits my guy for all his health, and my guy doesn't make his bleed out check."
I'm not sure if anything can really be done about this, because there's only so much you can do with a Final Fantasy style turn-based setup like they have. There's extremely little tactical depth to it, it's mostly about taking the right classes with the right skills and trinkets to the right zones, and using the right abilities in the right order in combat. There's depth to it, but an uncomfortable amount of the game is still reliant on RNG.
DD is a very flawed product. I'm still not sure if I could rate it "recommend" or "do not recommend." My opinion usually improves with time away from the game, and degrades with time spent playing it. Next time I pick it up, I'll probably look into modding it since I think a lot of the RNG could at least be compensated for with "numbers changes" and other simple things like that.
EDIT: To give context to what would be "making the best of a bad situation": you accidentally activate two (or three, or god forbid four) pods of aliens at once in XCOM; even with excellent tactics from here on out (activating multiple pods at a time is typically a tactical blunder in itself, though sometimes you don't really have much choice due to time limits etc) you will probably take damage and maybe even lose troops. Making the best of a bad situation is Mutons or Stun Lancers or other advanced troops showing up a week earlier than anticipated, before you have your tier 2 weapons out.
"The enemy team all randomly decided to hit the same dude, two of them crit, and your dude randomly failed their random death save on the first attempt" is not "making the best of a bad situation." It's deliberately telling the player to fuck off... and guess what? Most of them will.
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The logic behind the corpse mechanic makes a lot of sense on paper but poorly executed. Dead bodies hindering your movement doesn't make a lot of sense realistically. It should be something else that explains why they are still in range distance other than corpses
The game is too grindy for the level of deadliness it has.
The deadlier a game, the less the punishment for that death it should have, especially if a lot of RNG is involved. In this game you get penalized HEAVILY by losing hours of progression and careful game play.
Fuck that shit.
I think the game is fun for the first 5-10 hours or so until you soon realize that you are basically repeating a lot of grind to catch up with the game's meta aka town development.
On the micro scale, the game do really scratch the gambler's itch. The heavily RNG based game design serves a great way to stimulate the dopamine release in player's brain. If you strip it to the core, a lot of the enjoyment of the game ultimately works the same way as pulling the lever of a slot machine and cookie clicker. Here I'm talking about the core pure gameplay loop.
This game is too stressful for me, honestly. I feel like i'm bad at it, no matter how well i'm doing.
I feel like I'm one of the few people here who really enjoys DD. I'm 24 hours in on this run. Yeah, I've had people die to bullshit thugs. Yeah, that's the game. It literally says how unforgiving it is when it starts up. Radiant mode is much more forgiving and rushing for the Blood Vault district in the CC DLC makes the curse more of a buff than a debuff.
Does anyone have any recommended mods for this game? I just bought it to play on my GPD Win, but haven't really du into it yet.