Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.
In this episode Dirk grilled me on why I I’ve fallen so deeply for Out of the Park but have had trouble getting into Solium Infernum, despite both having a massive learning curve. This led to an interesting conversation about direct VS indirect competition. Making a mistake in either game is brutal – but in Solium Infernum it’s someone shoving your face in that brutality. Not only are you weakened, but your opponents grow stronger. The thrill of victory can be greater when it’s a zero sum proposition, but there’s an interesting trade-off that comes with that.