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Discussing Game Design / Challenge 1: Minimum Viable Games?
« on: March 13, 2012, 10:30:17 AM »
I was listening to an episode of Second Quest yesterday where they mention Dark Souls and how cohesive the game's focus is. It got me thinking about minimal game experiences. Here's the podcast. The whole episode is good listening, but the part I was focusing on is right around 47:00:
Taking a game you know and love, how could you reduce it to the most minimal game possible?
Example:
Game: Go
Reduced version: Go
I'll think of another one later.
Quote
It's very clear what's in that game and what isn't. It's not a big game...it's not nearly as big as a Skyrim, or something like that. Every part is in there because it belongs...the imagery is so tight...
I love that they didn't waste money on things like--that the NPCs like, don't move. They basically don't even move. You'll go up and talk to them and they don't even turn their heads...I don't think. Maybe I'm just remembering it that way. You know, someone might have actually stood up in one of those meetings and said, "We have to have NPCs that walk around. Oblivion had NPCs that walked all over the place. They could walk all the way across the game world. Why do our NPCs just kind of sit there. Everyone's gonna think we're lame! We're gonna get an 8 score for gameplay from whoever!" and you know they knew they didn't need that...and there were probably many other decisions like that.
Taking a game you know and love, how could you reduce it to the most minimal game possible?
Example:
Game: Go
Reduced version: Go
I'll think of another one later.