deepseaisopod

Heartfelt Fancy

  • they/them

if i ever dedicate myself to something truly useful i will consider it a violation of my principles. art @sharkinfishnetz


brlka
@brlka

i've posted about this before but i think an under-served aspect of game design discourse is how we can make rich/full game experiences for less work. there's a lot of design "breakdowns" of games describing how stuff functions, but without much consciousness of the labor entailed in any of it. it'd be cool to see a series focusing on specific design choices games made that both worked well for its design AND saved the designers time and energy to implement.

a few obvious ones that come to mind:

  • sprite reuse in MBAACC (via its moon system, team characters, and alternate versions of characters)
  • MGS1 codec (really economical way to move the narrative forward!)
  • higurashi's use of filtered photos for its background
  • anodyne 2's clever division of 2D and 3D (2D for crunchy dungeon design, 3D for more atmospheric/exploratory sections)

i'd love to see more of an emphasis on labor-saving tricks... we can't all be the stardew valley guy lol !!


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in reply to @brlka's post:

I like to watch really old anime like the original Mobile Suit Gundam with what'd be considered low quality animation and keep track of what content they can reuse and stuff. Or even G Gundam which is a decade and a half later but has noticeable cheap animation that I find really interesting sometimes. I always just do it casually but I think it'd be fun to make a more specific list examining just how you can produce interesting results from stuff. I think this is actually an under discussed element of how graphical modifications that game dev vids always talk about for "juicing" your game can be used - the big example that comes to mind is how Earthbound applies different effects to backgrounds to make them feel different. I wonder what the best format for discussing this would be... like some sort of website of individual pages looking at various examples of concepts, kind of like an encyclopedia? Where you go into like "palette swaps" and then also have "sprite swaps" that actually use modifications of the sprite or something etc...

I adore Melty Blood from a budget perspective. What a masterful and honestly, just plain fun use of sprites. While it can be a bit silly juggling 3 Akiha's each with 3 variant move sets, it's also just fun to see mirrors that aren't mirrors! And then the pair characters too... Just so much variety squeezed out of a limited budget.