John Carmack once said that story in games is nice, but not really very important. I disagree entirely--the narrative of a game sets up a players role and gives him/her impetus. I consider story and role inhabiting once of my primary motivations for seeing any game to its conclusion--a good, solid intro that makes me believe in my mission gets my blood pumping.
https://www.youtube.com/watch?v=GXLmDRwxAUU
Wednesday, October 31, 2012
Wednesday, October 24, 2012
Sensei Games
I've been playing a lot of HOTLINE MIAMI recently and am absolutely in love with it. It's hard as nails, but, like Super Meat Boy, gives little to no penalty for failure. As a result, it's what I like to call a "sensei game." It is structured to teach you to become a master. It is extremely challenging, but it wants you to succeed and helps you to achieve success.
Wednesday, October 17, 2012
Vitality in games
One thing I think has been truly lost in games as of late is "vitality"--by that, I mean the feeling that a gameworld is really alive, that it's a palpable place that can be visited.
Modern game development focuses its efforts entirely on what is likely to be seen and leads to a feeling of being towed through an amusement park ride rather than the feeling of wandering through a mysterious world bursting with possibilities.
Modern game development focuses its efforts entirely on what is likely to be seen and leads to a feeling of being towed through an amusement park ride rather than the feeling of wandering through a mysterious world bursting with possibilities.
Wednesday, October 10, 2012
End-Game Challenge Content
Thinking about Attraction, I believe it's very important that we add in some end-game super challenging content somewhat equivalent to Super Meat Boy's end-game levels. It's tremendously satisfying to successfully apply all the skills one's learned throughout a game experience at a masterful level to cap things off.
Friday, October 5, 2012
Project Unknown Retrospective
So, Project Unknown did not get chosen, which is unfortunate. I think the intense puzzle combat was a fresh mechanical blend that had some real potential. Everyone was busy, and we didn't flesh out the mechanics as well as we could have to make the best pitch. I think if we'd really expanded on the core concept with some richer gameplay, we could have shown something very compelling that would have reflected the final product more accurately.
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