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Tyler
Karma always keeps score

Age 34, Male

Joined on 9/28/08

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Comments

Holy shit great post

Very cool post indeed!

You're really good with drawing special effects. Characters look cute. I wish I had time to draw stuff digitally again. Ugh.

I have mixed feelings about the concept underlying this post. I read it and went away intending not to comment, then I thought some more and finally got the courage to say this:

That is the "standard" way to design a game... I'm not sure that it's the best or even the most correct way to design a game... certainly games like "The Witness" and "Closure" and "Portal" and "vvvvvv" and most others are STRONG in this concept... and when it comes to actually finishing a game it seems like a really good idea not to diversify the "core" mechanics, but I think playing with this idea and "breaking" this rule might actually be pretty refreshing. Doing that, though, equates to actually making multiple games crammed into one and then THAT in itself (randomness or multi-genre-ness) becomes the new "core mechanic" (like those Wii Wario-ware games)...

It's hard to think of good examples of games that "break" this rule... can this "rule" even BE broken? If not, is it even a rule?

It'd be like watching Schindler's List and then have the ending be about time travel... or animated or something...

Yeah I agree with what you're saying.

I think in general, with anything, breaking the rules can lead to some refreshing creations. However, I think it's important to know the rules before one breaks them. I just wouldn't advise a newcomer to break the rules until they understand them.

I personally have no idea how else I would design. I very much like the "don't reinvent the wheel" metaphor. But I hope people find other, and hopefully better, ways of doing things.