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As a developer, I have prided myself on putting user experience and ease of use first. This was not something I was taught to do in college or from books on UI
by padobson 15y ago
As a developer, I have prided myself on putting user experience and ease of use first. This was not something I was taught to do in college or from books on UI or watching keynote speeches.
I learned user experience from Shigeru Miyamoto via Super Mario Brothers and the Legend of Zelda.
When consoles started to gain more horsepower and graphics became a primary selling point in games, I was never seduced by polygon counts or FMV cut scenes. I wanted better controls. I wanted more immersive level design.
More than anyone that's had influence on me as a developer, Miyamoto has inspired me to make software for people.
As an aside, do you think there's any way we can get him to make an HTML 5 game? Or series of games on some sort of Miyamoto blog?
Forking anything that Miyamoto has made would be the highlight of my professional life.
- jrockway 15y agoWhy do graphics and gameplay have to be a tradeoff? A game like Super Smash Bros. with 1080p graphics would be amazing!
- Djehngo 15y agoI'm not a game developer, but I am assuming that if you iterate on gameplay too long you have less time/money to develop high fidelity art. Assumptions: * Lower poly models and lower res textures can be produced faster * Gameplay starts unbalanced/poorly paced/with a mix of good and bad mechanics and is then improved iteratively * Hiring more artists costs money which results in hiring less devlopers/designers (or vice-versa) * Art and gameplay do not compete for staff time (artists vs designers/developers) however due to an almost-critical path they do compete for completion time.
- barrkel 15y agoGraphical fidelity increases immersion; gameplay typically tries to create some kind of puzzle-solving flow state in an action / reaction loop. A game can be good with mostly just one or the other, albeit quite different experiences, but the best games have both. For example, Tetris has terrible "graphics" as such - the thing is entirely abstract, and is almost a pure expression of gameplay. But a game like Skyrim is rather the opposite; it's all about immersing yourself in a role via a character you've created and grown. Meanwhile, the actual tension-creating gameplay mechanics of Skyrim, combat and sneaking, the first is fairly poor, while the second ultimately is overpowered. But those things don't stop it from being a highly enjoyable experience. Why is it a tradeoff? Because building immersion means emulating reality to a greater and greater extent, and that reality gets further and further away from the abstract core of what makes a gameplay mechanic work well, because reality is complicated and has too many details. You have to build the gameplay in such a way that it doesn't break the spell of immersion; instead of being abstract, it has to be made out of simulated reality components.