SMF - Just Installed!
Started by droqen, November 06, 2021, 07:18:32 AM
Quote from: droqenI just realized I've been trying to design games without gates for the past 3 years. It's weird, though. I guess in general I think gates are bad. I don't like 'em. They are very useful for a lot of things and it's been important to know that. Understand your enemy.
Quote from: @wombatstuffokay so let me actually write an essay in here:**All Game Design can be seen as Doors**Games are full of locked doors, for good reason. It is one of the most easy to understand problems for us modern humans:Door locked, find key, open doorYou encounter a problem, solve that problem and get to continue.All of game design is just different types of locked doors:An enemie with 10 HP? You just got to throw 10 keys at it to open the enemie-door!A puzzle? You just have to imagine the shape of a key in your head to open the puzzle door!A Dialogue? You just have to use the key of reading text to open the dialogue door!This framing helps to get to the core of a game quickly.Because, in the end, each game locks some of its content behind a door.To understand a game, you just have to understand what is a key and what is a door.So a weapon upgrade is not a part of a combat system, it just means your keys can now open doors faster, a new puzzle mechanic is a Door that needs a new type of puzzle key, etc.Basically, this system allows you to frame everything in a game through a single, unified lense, which helps you to see a game in its whole-ness, even if that hole-ness is key shaped!