4 ms·
> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective What a great phrase to describe an aspect o
by CompoundEyes 11mo ago
> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective
What a great phrase to describe an aspect of game design to strive for.
https://www.raphkoster.com/2015/06/29/game-design-ux-design/ https://www.raphkoster.com/2015/06/29/game-design-ux-design/
- gregsadetsky 11mo ago"juice" (in terms of game making) will always remind me of this amazing, classic talk - https://www.youtube.com/watch?v=Fy0aCDmgnxg https://www.youtube.com/watch?v=Fy0aCDmgnxg
- chrisweekly 11mo agoInteresting, I came across "juice" in this same sense of relatively subtle UX polish in this article: https://garden.bradwoods.io/notes/design/juice https://garden.bradwoods.io/notes/design/juice.
- CompoundEyes 11mo agoFantastic watch thanks for sharing. I realize now how a favorite game of mine, Wario’s Woods on SNES, juices up a twist on match 3 puzzle and how dry early versions of Tetris were (succeeding despite that).
- PhearTheCeal 11mo agoReminds me of this interactive demo (created by the lead of Dead Cells) where you can adjust the juice amount in the menu: https://deepnight.net/games/game-feel/ https://deepnight.net/games/game-feel/
- HelloUsername 11mo agoOh I thought you were gonna post that one of Vlambeer https://www.youtube.com/watch?v=AJdEqssNZ-U https://www.youtube.com/watch?v=AJdEqssNZ-U
- Melonai 11mo agoSame, Vlambeer were extremely good at "juicing" their games. Just look at Nuclear Throne and Luftrausers, games that would only be half as fun without all the action and chaos going on after every shot. This one talk is the reason why all of my small game projects feature copious amounts of screenshake. :)
- grumbel 11mo agoI feel modern game design as the exact opposite problem: It's all show and no substance. It looks spectacular on video, but it doesn't feel spectacular when you play it, since it's non-interactive script driven gameplay, barely more interactive than a cutscene. A bit of juice is fine and necessary, but the moment your juice starts to look like interactive gameplay, but isn't, it went way to far and just becomes noise. I rather have some less spectacular debris I can interact with, then just a particle system filling the screen with non-interactive nonsense. TotalBiscuit was ranting about it ages ago[1]. 2kliksphilip also has numerous videos[2] on the lack of interactive physics in modern games. [1] https://www.youtube.com/watch?v=JOHyD49DaeA https://www.youtube.com/watch?v=JOHyD49DaeA [2] https://www.youtube.com/watch?v=nxQW2GL64U0 https://www.youtube.com/watch?v=nxQW2GL64U0
- neogodless 11mo agoI think you might be better served seeking out counterexamples. There are presumably more game makers and games now than there were yesterday. (Even if AAA studios consolidate.) So surely some are bad, some are too focused on visuals and not nearly enough on "the gameplay loop." But games come out that break the mold of AAA style over substance, and sometimes they are great. Games like Stardew Valley or Valheim or Factorio had very small teams, and rudimentary graphics, and yet offered up countless hours of addictive gameplay. What are some other examples of breakout hits?
- Raph_Koster 11mo agoYou might like this article: https://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/ https://www.raphkoster.com/2012/01/20/narrative-is-not-a-gam...