Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revisionBoth sides next revision
research_report_tot:start [2010-01-13 16:44] 94.225.45.31research_report_tot:start [2010-01-13 16:49] 94.225.45.31
Line 102: Line 102:
 == Not the kitchen sink == == Not the kitchen sink ==
 When producing games, trying to implement all ideas is a recipe for failure. When producing games, trying to implement all ideas is a recipe for failure.
-It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. and our philosophy is "It's better to make something than nothing"+It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. Our philosophy is "It's better to make something than nothing"
  
 == What we would keep and throw out == == What we would keep and throw out ==
-To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground)showing off your flower as a human (above ground).+To our mind, the best idea for a game that came out of this phase is a dual game of being in a plantlike mindset when playing (underground) and showing off your plant avatar as a human (above ground).
  
 We would remove the concept of plant guilds and the first person perspective. We would remove the concept of plant guilds and the first person perspective.
Line 113: Line 113:
 One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/motivation to play. One thing that we feel is missing from the game idea is a feeling of accomplishment for the player, a reason/motivation to play.
 Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game). Satisfying this desire is somewhat at odds with the vegetal mindset that we're aiming for. Which is why we want to represent this aspect above ground (the human part of the game).
-the motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating.+The motivation to play would thus be human and consist of showing off your plant, trying to make something pretty and care for the organism that you're creating.
  
 == Passive game == == Passive game ==
  • research_report_tot.txt
  • Last modified: 2010-01-22 17:12
  • by nik