Sketchnote: Game Architecture – Oluseyi Ogundipe

 

A game I enjoy is FTL: Faster than Light, a spaceship simulation roguelike. Since it is a roguelike, the entire game consists of a core loop of starting a run, dying or completing that run, and then starting a new one. Since the events are randomized, each larger “loop” of a run contains several smaller arcs from these events. Some events can only happen once per run, while others may happen a few times. There are also emergent narrative arcs formed by the unique sequence of randomized events and arcs that occur, no run is entirely the same and ends up being a unique arc within the master loop of the game. Gameplay wise, battling ships and navigating through individual sectors are loops that the player must eventually master to be able to build up to an actually successful run.

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