What Makes Games so Different?
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- čas přidán 15. 05. 2024
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0:00 Intro
0:11 commercial
0:18 The Difference
0:48 Got you
0:53 Personal Experience
1:38 Control
2:52 Subtle Control
4:12 Writing w/ No Words
4:40 Words good?
6:04 NonLinear Writing
7:38 How to Write nonlinear-ly
8:39 My Baby Boone
10:39 But Game=Movie?
11:54 Outro - Hry
Exactly 👍
Boone, more like "boom! there goes your wife"
Got to agree. I like reading, and when I want to read I’ll read a good book. However when I play games and the game tries to lore dump a few paragraphs I switch off. Like, could you imagine watching a movie and having to pause every 5 minutes to read a companion manual that explains what they couldn’t be bothered to show or tell you?
Of course depends on the type of game and intended audience but keeping (necessary) reading to a minimum in action-orientated games is a must to preserve pacing and engagement.
Exactly. I think inorganic tutorials in games are the death of fun. Instead of a textbox saying, "Press A to jump!" Just put a ledge and a sign with the A button. That's, of course, the simplest example. But things like that are crucial. The first 5 minutes are the most important. Dont interrupt the flow with text boxes that pause movement. That's why I think Limbo is such a good example for it!
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