Here is a long writeup on this talk from "mittens" - aka Trent Polack.
My Notes:
Basically, as Trent said, he is calling out the importance of:
* depth
* immediacy
I was glad to see that Trent and I were both kind of surprised to see the amount of time spent discussing all the case studies.
And also giving his blunt opinions of the other games.
My notes:
What does it mean to be indie?
Does not mean bad design
More powerful indie - better design
Canabalt
Flight control
- high level of engagement without reading rules
Discusses affordances
- stuff you can do
- large impact on the game state
- weaker - jump in place
- stronger - jump between things without dying
- mimal effort to experie
Crayon physics deluxe
Scribblenauts
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