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Applying limits is a catalyst for creation. Not having to deal with limitless colors, in Panic's Playdate example, frees up to think about gameplay, mechanics,
by otachack 4y ago
Applying limits is a catalyst for creation. Not having to deal with limitless colors, in Panic's Playdate example, frees up to think about gameplay, mechanics, and story instead.
- tgv 4y agoColor does appeal to buyers, though. A B/W game system is doomed to a niche position.
- jakelazaroff 4y agoWhy is a niche position bad? Panic's goal isn't to dominate the handheld games market.
- shakna 4y agoThe PlayDate was intentionally designed to be a niche product, so that doesn't really seem to detract at all from the platform.
- solar-ice 4y agoIt's made by a company that publishes niche games, in collaboration with a company that designs niche hardware. Finding an interested niche was the goal.
- Uehreka 4y agoPersonally, I think it’s an interesting gimmick, but if I’m being honest I wouldn’t say that dealing with color actually limits my ability to think about other things when developing software/games.