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This week's episode of Design Delve is now available!

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The Baffling Design Decisions of Dragons Dogma 2 | Design Delve

In this episode of Design Delve, J & Ludo try to understand the appeal of Dragons Dogma 2's design decisions. Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch Store: https://sharkrobot.com/collections/second-wind Music used in order of appearance: Intruder - Stray OST The Abyss - Hyper Light Drifter OST Checking in - Celeste OST The Notebooks - Stray OST Secret Lab - Stray OST

Comments

Rodrigo Seves

No disagreements here. I'll just note that there's a way to b bypass the reinforcement loop from the save system if you choose to go back to the title screen and only then reload. Also, where's my option to shut the pawns up?

iani_ancilla

I agree and disagree with your opinions at the same time, which fits DD2's weirdness perfectly. I agree that DD and DD2 go often out of their way to break all sensible design rules, but I think the resulting experience is awesome... So long as you accept to play by its rules, and you don't try to play the way you'd go about playing any other game. Take your health reduction example: imho it's there because if you fail at something and die, the game does not want to encourage you to try it again and again until you do it. Its core rule is "everything has so much friction because we want you to feel invested" if you're close to death the game wants you to flee, not accept death to retry. I do agree that the combat is too messy, especially with camera angles and magic lights, and I wish they could have gone for a more Monster Hunter type of deliberate actions, though!