"You should chase him down. If you're not a Pokemon... and you run like that... you're a bad guy."
Where does writing like this come from?
Where does writing like this come from?
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Show posts MenuQuoteMuch like DOOM, Hitman, or Devil May Cry, Death Loop is largely a game about a process. Tell me the demon is evil, tell me the target is an oil baron, then let me loose in a playground of death. The method I use to take out these enemies is the game here, not figuring out my motivations why.
Quote from: One of the Rebels[Darling] felt almost sorry for those two [thieves].
She overdid the empathy sometimes. I don't have any for guys who stick knives in me.
Quote from: One of the thievesI think if I had my druthers I'd rather the Rebels got the damned thing. The imperials are nasty enough without it.
[...]
I guess for guys like us it don't matter who's running things anyway. Whoever it is they're going to try to stick it to us.
Quote from: Ramiro CorbettaThe nice thing about this space is that anyone can just join in and bring in new points. But I do think that once a conversation starts getting this long, twitter becomes the wrong platform. And voice is better.tweet
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 door
You 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!