What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways:
- Register on the forums. This is where we organize events and pick games.
- Reach us by email at vgcommune *A*T* gmail *D*O*T* com.
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Here it is, the second episode of The Commune's podcast. We're still on about Master of Darkness in this one, the Castlevania-esque title for the Sega Master System and Game Gear.
We reflect on game difficulty using Master of Darkness as a backdrop. What makes artificial difficulty? And how do player learning and player reaction time play off of one another in providing a game's challenge?
Additionally: Speaking of learning, how does learning work in a procedurally generated game? We hear from Jonathan Wright, creator of the procedurally generated Flash game Dark Run.
We reflect on game difficulty using Master of Darkness as a backdrop. What makes artificial difficulty? And how do player learning and player reaction time play off of one another in providing a game's challenge?
Additionally: Speaking of learning, how does learning work in a procedurally generated game? We hear from Jonathan Wright, creator of the procedurally generated Flash game Dark Run.
With stunning insight provided by:
Tags:
interview
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