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Pretentious Game Ideas

The monthly game design podcast that you haven't been waiting for! Join us as we discuss, explore, and get out of our depths in a new game design topic every episode.
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Now displaying: July, 2019
Jul 1, 2019

Jon and Rob discuss how the developers of 2016's Doom reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment.

(We also referred to Doom 2016 as Doom 5, thinking that there had been a previous, underwhelming Doom 4. No such game was ever release -- we were probably thinking of Quake 4 instead. Our bad!)

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