From simplicity to complexity and back again: The design and development of Rogess
Posted by Pippin
Rogess (by Jonathan Lessard and Pippin Barr) can be thought of as a kind of “sequel” to Chogue. It’s more accurate to say, though, that it is a game occupying the same design space as Chogue, representing a second data-point in our exploration of hybrid game design. In brief, with hybrid game design we’re exploring the idea of taking two separate games and combining them by using “design decisions” selectively taken from one or the other game, then seeing what the …