Show notes
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.

