The longer I work in the Game Dev field the more this concept slaps me right in the face and screams START HERE!
today I got Master Spy from Steam, it was less than a burger and fries at Jollibee so I said hi am buying this, it looks cool.
it took 2 levels (which is like a min? of gameplay) and BAM! it slapped me in the face again!
Let what you are about to read cook in your head and don't just judge it, it might not sound complex to do but it is
the game is so simple yet so complex in design that makes it so focus and thrive in design.
as basic as it gets, jump and cloak, two buttons with directions, the goal is don't get caught and everything else is how the level layout is made, enemy behavior, and encounters, this is a masterful game design, people keep saying think out side the box, I say no! box your self and see how you can make it fun, like staying in a single room with a chalk in hand and bored out of your mind, what will you do to have fun.
boxing your self and limiting your self when it comes to game design = focus and concentrate on the things that matter the most, Polish it, make it shiny, I played many games that are so complex with its stuff but I just lose interest really fast but simple games that controls with a couple of buttons and a single mechanic can be a hell lot of fun.
the point is, limit your mechanics and see how you can make em fun, Master Spy and Super Meat Boy are prime examples of this theory.
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