4 ms·
This is fascinating. This kind of design that most players don't ever consciously notice, but which improves the unquantifiable "feel" of a game, is the most be
by a_shovel 5y ago
This is fascinating. This kind of design that most players don't ever consciously notice, but which improves the unquantifiable "feel" of a game, is the most beautiful part of game design for me.
Would also like to note this tweet:
> one tidbit: it took HAL quite a while to accept that moving to 3D would require them to up the enemy density—no matter how many times Nintendo would request it, HAL would send them builds with sparse stages, in part bc they felt bad about swarming Kirby with hordes of enemies
That seems indicative of a major design barrier for games moving from 2D to 3D. Compare the often tight and crowded environments of water levels in Super Mario World to the vast emptiness of Super Mario 64's Jolly Roger Bay. The 3D leap is tough.