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The problem with these sorts of technical limits is that their self imposition turns the exercise into being about overcoming them rather than making a good gam
by meheleventyone 5y ago
The problem with these sorts of technical limits is that their self imposition turns the exercise into being about overcoming them rather than making a good game. And in turn the recognition of the work is more about the technical achievement than how good the end result is. Games is a really funny one where the whole creative culture has been so soaked in pushing technical limits that now we exist in a period of abundance where limits practically don’t exist so we have to reinvent them. There’s definitely creativity there but it’s somewhat tangential to making games. In the same way many great demosceners ended up working in games but on the technical side of things. I’d argue limits that produce creativity in the games themselves need to be far more conceptual.
- antiterra 5y agoCeleste.
- meheleventyone 5y agoIs a great game but doesn’t challenge my point. The other successful game that transcended Pico-8, Slipways is also great but again isn’t really challenging the point. Also note my point isn’t a slight on Pico-8 itself or enjoying working with technical limitations.