![]() Design and analysis tools are based on models and every model is imperfect in nature. The problem with that is that the tools chosen for analysis may not fit entirely with the product, or that different tools may yield different results. Tools are necessary to understand what works and what not and why. Although I do believe it’s very possible to design a game from a completely empirical process, I’ve seen it happen and with good results, I think analyzing something from an empirical process is not possible. Now I’m going to get ridiculously formal with this analysis. During this process, I’ll try to explain why I think it is a design error and how to prevent it, which I hope is somewhat useful from a designer perspective. So I’m going to discuss what I think is a design error. That doesn’t mean the game is badly done, but if I were to make a game like Hollow Knight, I would definitely take this into consideration. There’s a lot to learn about a game like this.įor this piece I want to focus on one particular aspect I dislike about the game. ![]() This is a simple game to understand, its mechanics are transparent and clean, which makes it very easy to analyze. I need to check its entrails and see what makes it tick and how. That said I’m a game designer, so whenever I play a game I can’t help but dissect it and study it. First and foremost, I love Hollow Knight, this game is solid with great lore, amazing art, inspiring music, and very well-tuned mechanics. ![]()
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