coldbrain + gamedesign 2
tevis thompson: Saving Zelda
february 2012 by coldbrain
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012
space
play
openendedness
open-ended
autonomy
exploration
memory
spatialmemory
worlds
worldbuilding
nintendo
videogames
gaming
zelda
games
gamecriticism
gamedesign
via:tealtan
tevisthompson
via:robertogreco
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
february 2012 by coldbrain
How Vimeo Lost Me
november 2011 by coldbrain
"I used to prefer Vimeo over YouTube. Vimeo was always a bit better in quality, had a nicer looking player and website. Most importantly, it had a more mature and tasteful community. So when I released my game TRAUMA, it was a no-brainer to publish the trailer for it on Vimeo. It was an arty project that was made exactly for the kind of audience I would meet on Vimeo.
Today, I’m regretting that decision…"
vimeo
gamedev
gamedesign
videogames
2011
video
trauma
indievideogames
krystianmajewski
hostng
videohosting
videosharing
via:robertogreco
Today, I’m regretting that decision…"
november 2011 by coldbrain
related tags
autonomy ⊕ exploration ⊕ gamecriticism ⊕ gamedesign ⊖ gamedev ⊕ games ⊕ gaming ⊕ hostng ⊕ indievideogames ⊕ krystianmajewski ⊕ memory ⊕ nintendo ⊕ open-ended ⊕ openendedness ⊕ play ⊕ space ⊕ spatialmemory ⊕ tevisthompson ⊕ trauma ⊕ via:robertogreco ⊕ via:tealtan ⊕ video ⊕ videogames ⊕ videohosting ⊕ videosharing ⊕ vimeo ⊕ worldbuilding ⊕ worlds ⊕ zelda ⊕Copy this bookmark: