And there was this colossal backlash in the community of players. On reinforcing humanity in game design “I remember when Jonathan Blow shipped The Witness, there was no field of view slider in the menu. So as a way of railing against that, I try to make games that do that overtly.” Frustration, confusion, any of the things that we’d construct as standing in the way of the function of a piece of software, are deemed bad in game design. On subverting common wisdom “It's very orthodox for game designers to be concerned with software design. I want to explore frustration maybe it’s richer and more interesting than people have given it credit for.” On the exploration of frustration “I want to express myself by drawing from the full palette of human experience.
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