Author Topic: "Implicit" game design  (Read 3297 times)

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Lambonius

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"Implicit" game design
« on: March 25, 2013, 02:57:26 PM »
<a href="http://www.youtube.com/watch?v=_SOg990vAyk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=_SOg990vAyk</a>


Here's a neat video discussing what we might call the counter-trend to the current trend of "casualized game design."  This video references Dark Souls (the last mainstream game to really REALLY suck me in and not let go, and one of my favorites of this entire console generation) along with a few others, but I think that the ideas he brings up can be applied to adventure game design as well.  The idea of dropping a player into the game world and letting them simply explore and uncover things as they go is one of my favorite parts of traditional adventure games (I fucking hate that I have to use the qualifier "traditional" now--THANKS, TELLTALE.)  I know that it's something we've had in the back of our minds with QFI, too.  Rewarding players for exploring and trying new things, etc.  Anyway, I thought it was a cool video with some good ideas.  Thoughts?
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sickfiction

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Re: "Implicit" game design
« Reply #1 on: March 25, 2013, 06:07:43 PM »
He nailed it. That's why I hate most modern games. I freaking loved Machinarium and Botanicula cos it just drops you in a world and says 'ok figure it out' ...the pleasure of finding things out, as Feynman said.

QFI is pretty much that, it's all about learning the environment, and the freedom of being able to explore the whole map before you even talk to anyone just makes it feel that much more special.
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Blackthorne

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Re: "Implicit" game design
« Reply #2 on: March 25, 2013, 08:50:51 PM »
Yes - I think discovering a game on your own used to be half the fun of it.  God, heh, most ATARI 2600 games had a vague manual, and that was it!


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