Thursday, May 24, 2007

Refocus on gameplay

OK so direction from Paul:

"Think about how you want the player to feel about the character - sympathy? empathy? humour? sorrow? - then try and bring that into the rest of the world."


"Take a step back, figure out what the game is: is it funny? is it serious? is it story-centric? is it puzzle-centric? When you have that core, build around that. I think you'll find creating a style first is going to heavily restrict how you think about the gameplay & the mechanics."

So back to gameplay - which in essence will be puzzle but quite reflexive, frenetic, think the tension of Tetris when it gets hectic BANG BANG BANG, then we can always slow down play with focus/meditation/sedation.
Also, I don't want it to feel like a pixel game, where you know absolutely the expected results of a detonation. Blast/range should feel like a subjective combination of pyro-power charge and object(s) chosen. So the player is hoping that other objects in the corner of their eye are not gonna get caught in a chain reaction.

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