Conversation
Notices
-
Embed this notice
I disagree with the normie take that most of the content in games should be the stuff everyone will see. I think there should be vast libraries in optional or even secret areas. I think there should be fucked up minigames, in-universe casinos, etc that get expanded upon somehow. I think there should be huge dialogue trees or banks like DDLC's Act 3.
Is this how you make a "good" game? No. Any dev will tell you that to receive critical acclaim you gotta focus on your core gameplay loop. This stuff isn't how you draw people in, but it's what makes them pause for a second months later and be like "damn, that game was so fucking cool". That's how you get your long term fans. That's how you change people's lives. That's my theory, anyway.
-
Embed this notice
@erin that exact kind of padding isn't applicable to the games I like to play, but I love secret-heavy game design in arcade games which scratches some of the same itch I think
-
Embed this notice
@allison agree. i just love weird esoteric shit in video games, when you see something that isn't part of the canned game experience and wonder why it's there and your immersion kinda halfway breaks. it's so cool
-
Embed this notice
@erin have you played hellsinker?
-
Embed this notice
@erin it's like the apotheosis of that design style, I would recommend it to anyone interested in that even if they aren't a shmup person to begin with
-
Embed this notice
@allison no, i haven't played that many video games