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eli (ˈe̝ːli), vampire kitsune

Edited 1 year ago
game design rant
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one of my most and least favorite parts of game dev so far as been working with others; specifically game designers. in my experience, there is a predominant belief that game design is inherently driven by systems/mechanics and aesthetic is simply a way to flavor those things. i've been told that anything other than a systems-first approach to game design is wrong and doesn't make sense

as much as i know that this belief is wrong, it has consistently made me feel like i'm not good at what i care about. i don't like systems-heavy or even systems-first games. i believe that game design exists on several continua, one of which is mechanics and art. i don't believe that they're necessarily at odds with one another, but i do think that there's often a preference as to which one drives the game.

i'm about to paint with broad strokes and there will be many examples which directly contradict what i'm about to say. games can be whatever we make them and it's impossible to neatly categorize them all

systems-first games tend to focus on mechanical progression, complexity, or novelty. the primary experience of these types of games is engaging with these mechanics somehow. i would suggest that traditional roguelikes, puzzle games, and fighting games often live on this side of the continuum. many of them can have beautiful art or music, but *usually* that's not the main appeal of the game.

narrative/aesthetic first games focus on portraying a feeling or emotion. the mechanics are usually simplistic and not as complex or innovative, usually existing as a way to carry the player from moment to moment while keeping them immersed in the world or story.

*most* games are somewhere close to the middle with very few existing at one extreme or the other. often the blending of these two things is what creates a satisfying experience. however, i don't think it's accurate to say that mechanics *must* underpin a game in order for it to be satisfying. i feel that it's entirely possible to develop mechanics which support a narrative or overall vibe.
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re: game design rant
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@rowan my own preference is to treat the aesthetics as a system onto themselves

"what level of ineffable longing grief evoked by this sunset here will throw off a certain type of player's aim just enough to cause this other mechanical effect to cascade from the boss's next 5 possible attacks..."
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