The aiming reticle, auto-aim on the cards, the jump indicator, and lots of other design features were meant to ensure that anyone could play American McGee's Alice. And the conversation during development around difficulty and what made "a game a game" was one of the more contentious topics.
There was a programmer on the project who felt strongly that more demands should be made on the player - that ammo should be made scarce and that enemies should be harder to knock down. At one point, the game was tuned this way - since this guy controlled the code that dictated the tuning - and the enemies became damage sponges.
If I recall correctly, we waited until this guy was out at lunch one day and re-tuned things to feel more casual. When he returned, we told him not to change it back. There may have been some additional words said to make that request stick. He wasn't happy.
So when I see people talking about how difficult the game is, I wince. That is the opposite of what I had in mind. Though it should be noted that some of the notoriously difficult spots (looking at you 'river through the vale of tears') had more to do with physics/engine limitations and less to do with intentional design choices. Sometimes, even the tech will fight you to make things harder 😂
As I said in another tweet on this topic recently, different people have different ideas of what constitutes a "game" for them. And even within a given development team, not everyone is going to agree. It's also the case that even when this is "my" game, I was not able to get a 1:1 translation of my intentions into the final game.
إشاعة جديدة عن لعبة FromSoftware القادمة
- عالم بحري مفتوح بالكامل
- استكشاف جزر بأسلوب ألعاب FromSoftware
- السفينة بتكون مركزك الرئيسي المتحرك
وبحسب التسريب، الكشف عنها بيكون خلال Summer Game Fest في يونيو مع إصدار محتمل بشهر أغسطس قبل The Duskbloods
لعبة سولز قراصنة ولا مشروع جديد ؟
Original shadow of the colossus. Limitations are good in art design.. don't over-explain things, don't over-detail things. Let the imagination fill in the gaps, to create a sense of wonder and delight.
Genuinely one of the best short story experiences I've had in a long time. I couldn't praise this game higher if I tried.
This game is an honest to God piece of art. In nearly every regard, I was blown away by its presentation.
It really is THAT good.
You should read it.
A personal perspective on Toby Fox’s approach to localization. (This might be a long thread, but I hope you’ll bear with me until the end.)
#undertale#deltarune
My game "La Gare d'Aurora" now in English!
You are in a train station, and there is a 5-minute time loop. Between strange rumors and weird places, it's up to you to uncover all the secrets of this station!
Free and can be finished in less than 1 hour! 🚂🚂
Link below:
Seems someone is doing an english translation of Busin 0: Wizardry Alternative Neo, the sequel to Wizardry: Tale of the Forsaken Land. Credits to @trap0xf and the thread they post in below
Low Poly / Low Res is not just about nostalgia. It has a unique restriction of space that makes each vertex / pixel matter so much more.
Whittle down a concept until all that’s left is its quintessential form.
fucking uuugh the game is on fucking sale I have no energy to promote it anymore it's more than a year old it should be taken for a walk behind a shed and shot in the back of its fucking head please retweet