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#video games

also: #videogame, #videogames

airakose
@airakose

Saved it to drafts, never to see the light of day.

TL;DR of That Post

Game devs have a habit of doing things "just because", without real intent behind them. And I'm a sucker for when creatives are inventive with their given artistic medium to get the most out of it under their constraints.

There are totally understandable reasons for some of these decisions, like time / resource restrictions (a game has to release).

That said, it often seems to be more a lack of consideration, lack of unifying direction (or inversely a unifying direction without purpose), or a cultural tendency to lean into dogma like the pursuit of high-fidelity, "rule of cool", or "other games did it this way".


airakose
@airakose

This thought has affixed itself in my mind because I've been remembering late nights having long conversations with someone about this, especially in regards to level design.

Too many games lack level design with clear visual lines, contrast, or lighting to guide players. You can do some really cool, subtle things like having the path back to your base be wide and clear, in contrast to the side-paths being narrow and cluttered. Combine that with lights, ensuring maximum sight lines on the main path back, and maybe a visual breadcrumb like a torch - and you have a navigable level.

Instead, video game levels are frequently laid out with equal weight given to each path, and the visual clutter is uniformly "high fidelity" across them all (full of visual noise). This makes it hard for players to backtrack and causes them to get turned around easily; there isn't a distinct, intentional visual landmark.

Many games have a problem with putting too much detail into everything in their levels in general, pursuing extravagance in every corner. This oversaturates the world, dampening the impact of key visual vista moments. Worlds should be allowed to have plain areas and dull moments to highlight the punch of those exceptional moments. On purpose.

Tutorials, Too Toriel



had a pretty good time with the demo for CONSCRIPT, a WW1 horror game in a bit of that PS1-horror style that's so hot these days.

Possibly the most interesting thing about it, to me, is that while it's clearly indebted to the history of survival-horror as a genre, and the tone is super informed by those sort of games, the actual subject matter here is, as far as I can tell, entirely mundane -- by which I mean, non-supernatural. It's playing with the horror scenarios brought on through WW1, but insofar as what's in the demo it's entirely real-world stuff. Gas, trenches, scarcity of resources, human bodies blown apart by machinery, all that brutality of WW1 stuff.

It's a cool approach in a way I haven't seen before, and its honestly quite impressive how well the context of WW1 can be mapped into a horror game scenario. cool thing to check out