CuSithBell comments on Gameplay Art - Less Wrong

1 Post author: ac3raven 19 September 2011 09:30PM

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Comment author: CuSithBell 19 September 2011 10:01:40PM 11 points [-]

Is there any reason why someone might not follow the cat?

Comment author: rysade 19 September 2011 11:13:03PM *  6 points [-]

I concur.

The beginning of games typically have next to no worthwhile activities.

Wired's article on the making of Halo 3 describes the process of leading the player along a set path using 'no return' strategies exactly like the one displayed here. The motive for doing so in Bungie's case was to make it so the player did not get confused and wander around endlessly. In this case, the no return strategy is supposed to be symbolic of something, of an irrecoverable loss. However, if nothing is being lost, then it fails to symbolize in any meaningful way.

I would say in order to get the ledge to symbolize that loss meaningfully, you'll have to fill the beginning of the game with worthwhile and engaging activities. Mini-games if you will. That way, falling down the ledge will be a kind of 'Ender burrowing through the Giant's eye' sort of moment. It will move the game past the time-wasting distractions of the beginning and it can start to take on real meaning.

Now, I definitely don't want to introduce any elements of scope creep into your development, but I do think that if you want to tell the story you are trying to tell, then there has to be something for the player to give up.

Comment author: ac3raven 19 September 2011 11:40:03PM 4 points [-]

My plan is to make the first area a "playground" of game mechanics to make it feel like a "lived-in" place. You're essentially leaving your "home" to go on an adventure. Your example of Ender's Game is fascinating. Thanks for the advice.

Comment author: CronoDAS 20 September 2011 03:08:41AM 5 points [-]

As an experienced game player, my usual reaction to this kind of thing is to turn around and make sure I've exhausted all the content that comes before the Point of No Return - that cat's going to be waiting for me anyway, even if I do turn around and go back, so why hurry?

Comment author: Vaniver 20 September 2011 01:44:27PM 1 point [-]

One way to get around this might be to have a score at the upper right corner, like in old-time adventure games, which stays conspicuously at 0 until you jump down.

Comment author: CuSithBell 20 September 2011 02:27:34AM 2 points [-]

I'm glad to hear this! With this explanation, the metaphor seems much more robust. And I'm totally with you on everything else in this entry, so I'm looking forward to seeing more about how you intend to convey concepts through gameplay.

Also, the graphics (and/or mockup) look pretty cool. :)

Comment author: rysade 19 September 2011 11:57:20PM 2 points [-]

You're welcome.