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Game design is pretty sick

| You ever just, like, think about game design? Play a game or think about a game and just think about how it's designed, the purpose of the different mechanics, the level layouts and why the stats are the way they are?

You ever binge watch video essays about game designs and game design philosophy and just geek out about it and find a newfound appreciation for the games you love or gaming as a whole?

What's your favourite mechanic or little piece of game design you've ever seen?


| I felt that. After playing Hitman, I watched videos talking about how IO Interactive creates its levels.


| Yeah, that's why I don't play gacha neither casual neither Sony games.


| >>735998
That game has a lot of sick level design.

>>736003
Interesting. Why do you think casual games aren't well designed?


| Yeah, i think it's really interesting. I remember reading this article a while back and thinking it was fascinating

https://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php


| (oh, super metroid spoilers, though it's not heavily story based. If you haven't played it though I'd recommend it, it's generally great and also really interesting to look at the design)


| >>736111
I agree. Super Metroid is, like, one of the most talked about games when it comes to game design. Anyone here who doesn't care about spoilers should read about it and/or watch videos about it. Or play it of course, and then do it.


| i'm really fascinated by failsaves and environment reactions in very open games. idk, when a game gives me that "fuck they really thought of everything, how did they even do all that" feeling... that's the good shit


| I know game design is a thing, you can feel when it's good or bad, but I don't fawn over design itself more than the game itself (if that makes). It's like if an author was called a plot designer.


| It really sucks that triple A has gone down the path of art, world, and content and seemingly avoid mechanics/story integration. 2077 was definitely the epitome of this trend. Between the shit stat tree, shit weapons, and really shit conversation options, it was impossible for me to connect to the character. And then I couldn't connect to the story. I fucking despise V's bullet necklace that they show once then pretend it has significance at the end of the story.


| At the same time games like LISA and Death Stranding don't only make a connection between you and the character but use specific game mechanics to create them. In those games even without the ability to build the character at all you form a connection because they do such a good job of connecting gameplay experiences and goals to the character's desires.


| >>736203
Well, not exactly. You mentioned authors, right? There actually is lots and lots of theory behind story writing. So it has, some similarities, but it's not exactly the same.

The reason why game design is so interesting is that every game that comes out is an evolution of other games. So by looking into game design and how developers made that one thing invoke that one emotion or how they made the combat fun, it can be used to make new and better games, essentially.


| There's also just the fact that you can genuinely learn a lot about yourself and how the human mind works through game design. It might sound weird, but finding out what things make you feel what emotions or how you're most likely to do X thing in response to Y, it can genuinely help you in just, life in general.

It's not for everyone though. I just find it both interesting and useful.


| It's emo trash and self indulgent, but in cart life to get up is more difficult if you had a bad day. The cursor will drift away to go back to sleep and you have to swipe across the mouse mat to get up. Good shit.

Total number of posts: 14, last modified on: Thu Jan 1 00:00:00 1612402229

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