Hail
Wanderers!
Sorry in advance for the massive blocks of text (I may break this up into several smaller blog posts and clean it up a bit at a later date), and a quick note before I begin. It is very difficult, except for a few areas, to
give credit to any one person for many of the decisions or parts of the design
process, at least for the narrative and systems side of things. One of the best
parts of our team, at least from my perspective, was that we really all had a
say in how the games shaped up and where we wanted to take them, so while I was
a driving force in the decision making process for many of the systems, I can’t
at all claim that they were ‘my systems’ or ‘my decisions’. Though I certainly
brought my perspective and experience as a systems and narrative designer to
the decision making process, we made the high level decisions as a team in
almost all cases, and I feel that made our game that much stronger.
Before the Beginning: Fire Trees, Days of Grey, and Mutations
Treevolution
started out as a desire by our coder (Chris) to make a game based around
growing, mutations, and evolution, and was then given direction by a simple
question (I forget who asked it at the time), “What would a fire tree be like?”
Initially it was being developed alongside another game, a puzzle based
exploration game Days of Grey, and actually was not the team’s main focus. The
initial concept was rather simple, we had decided that the mutations would be a
main focus of the game as it would allow the player to discover new things
about the game as they played, and this feeling of exploration and discovery
was at the core of our intended experience for the game. Our original idea had
the player acting as a tender of their forest, and did not have any multiplayer
aspect, as the player would simply grow and develop their forest, exploring
across a larger map, and eventually encounter new tree types that they would
then be able to interact with and develop. We knew we wanted to have unusual
and interesting tree types in the game from the very beginning, but we didn’t
yet have a context for the game, and as such most of our variations were based
more or less in reality. We had thorn trees, and trees that would give the
player more energy (which was then used to grow more trees), and of course we
had the fire leaves (though we didn’t yet know what they would do), but the
game wasn’t really going anywhere until we added a second player. Suddenly the
tone of the game had changed, we had conflict, and the mutations were given
more of a purpose. It made sense, after a fashion (we tended to have trouble
explaining just how trees were doing battle) as the idea was that the two
forests would be competing with each other for resources, and that would
explain why the opposing trees would be dying out, and it also made finding and
using the new tree types take on a greater sense of urgency, as doing so was
planned to be a game changing moment. Still, though we often found ourselves
going back and forth on the issue, as a whole we were leaning towards moving
forward with Days of Grey.
Aside: Days of Grey
Days
of Grey was, as I already mentioned, going to be a puzzle focused adventure
game. The game came from an old prototype and idea that Cody (he was either
‘the designer’ or ‘the other designer’, depending on which of us introduced
ourselves first) had worked on in an earlier semester. The game at that point
was a simple demo where the player would use magic seeds to overcome obstacles
within the game world (the first two seed types were fire seeds, used to burn
down brambles, and vine seeds, used to cross gaps and make ladders). Our team
took a liking to the idea, and it grew very quickly. We wanted to create a
larger world, made up of interlinking smaller areas that the player could
explore, find new seeds within, and solve puzzles to advance. Again, the main
focus of the experience was on exploration and discovery (a common core theme
within all of the ideas our team bounced around, and something that would
become an important unifying factor in later stages of development), in this
case with the player discovering new seed types that they could then use to
overcome new challenges. Eventually we shifted the seeds from being discovered
outside in the levels to being grown by the player at their home base, a farm,
with the help of elemental sprites that the player would encounter and rescue
outside in the levels. The sprites became the main context of the game, with
the lore of the world going something like this: the sprites were avatars of
the elements, and kept the world going as it should. Eventually, the world grew
old, and the sprites were put in a slumber to allow them to rest and
rejuvenate. This caused the world to become grey and lifeless, and many years
later, it would be the job of the player to venture forward into the greying
world and reawaken the sprites. Doing so would not only grant the player access
to the sprite’s power, which would in turn allow them to grow more seed types
and progress further into the game, but it also would slowly bring color back
into the world as the sprite’s influence started the process of reawakening the
world. Though we loved the concept, and were quite excited about perusing it,
concerns were raised that the exploration and puzzle based gameplay would not
be engaging enough to provide for a solid experience for the player. I still
maintain that we would have been able to bring the desired experience out, but due
to the time constraints on the project, and the fact that Treevolution (though
it wasn’t going by that name just yet) already had its core gameplay well on
the way, we decided to drop Days of Grey and go forward with Treevolution.
That, however, was not the end of Days of Grey for our team, or at least not
for parts of it.
For
my part, my main focuses with Days of Grey were on the story and also on the
systems. I can’t claim sole authorship of the story, as much of it was decided
upon as a group, but I would like to say that I provided a driving force behind
it. I can, however, say that I was pushing for incorporating the story with the
mechanics and the game world as much as possible, and that focus gave rise to
such decisions as having the plants grown from the seeds, and later the sprites
themselves, slowly bring color back to the world as a way of showing the
player’s process and also really showing the effect the player was having on
the world. I also put in a lot of work on the farm system, creating among other
things a system where the player could use energy collected out in the main
game world to upgrade and further develop the seeds, thus unlocking new powers
for the player to employ in solving puzzles. The goal of that system was
partially to bring out the idea of discovering more of how the seeds could be
used, to lend a sense of progress and progression to the game, and also to
provide the player with smaller goals that they could pursue while working
towards the main goals of finding the sprites. As I stated earlier, one of the
main concerns about Days of Grey was a possible lack of gameplay outside of the
puzzles, so I wanted to create a system where the player would encounter
smaller goals in the levels (“I want to get that group of energy shards, but I
need to solve this small puzzle to do so”) and then be rewarded for achieving
these sub-goals by more powerful and diverse abilities, which would provide a
certain degree of reward on its own (upgrades being a solid way to reward the
player, especially if they unlock new abilities and not just stat upgrades for
the player, but that’s a discussion for another time) and further reward the
player by allowing them to use these cool new abilities to solve the main
puzzles in more interesting ways. In addition, for the puzzles and the
aforementioned player abilities, I wanted to put a focus on abilities that
could be used in multiple ways, not just as a specific ability that would solve
a specific sort of puzzle. For example, we had fire seeds in the game that
would burn things. It would be one thing to say, “ok, we have these seeds and
they are used to burn away brambles in the player’s path” but I believe it is
far more interesting, both from a design and a gameplay perspective, to instead
say, “ok, we have these seeds and they simply have the property of setting
things on fire, what can the player set on fire in our game world, and what
will that then do?” By switching from a sort of lock-and-key style of puzzle
solving to a system where objects have properties, and the player has tools
that can modify or interact with those properties, it is not only possible to
create more interesting puzzles, but also opens the puzzles up for more
creative solutions by the player and makes the game more intuitive. For
example, say the player needs to light a torch that they can’t reach. They
could either solve another puzzle that would open up a path for them to reach
the torch, or they could use a vine seed (which has the ‘burnable’ property) to
attach vines to the torch and then, because the vines are burnable, set the
vines on fire, lighting the torch in the process. It is a more complex style of
system from a coding perspective, to be fair, but at the same time it should be
manageable if the focus is placed on creating behavior styles (‘burnable’
things can be set on fire, and spread the fire to other ‘burnable’ things that
they are in contact with, ‘pushable’ things can be moved, etc), assigning those
to objects in the environment (brambles, vines, and trees are all ‘burnable’,
rock blocks are ‘pushable’), and then giving the player abilities that interact
with or trigger those behaviors (‘fire’ allows the seed to set things on fire,
‘push’ allows the seed to push things. So a simple fire seed would have the ‘fire’
property, a seed that created a gust of wind would have the ‘push’ property,
and a seed that created a bolt of fire may have both). Once those behavior
styles and ability properties are created, it should be simple enough to create
puzzles with them (simply by assigning objects different behaviors) or add new
abilities (just assign the seed a group of abilities). Such a system would also
allow for the player to take actions or come up with solutions that the
designers may not have originally envisioned (putting vines, which are
‘flamable’ around a rock, which is ‘pushable’ and then setting it on fire,
creating a pushable flame source). That all being said, we decided that, in the
end, such a system was beyond the scope of what we could do in the time we had.
In the Beginning: Lumberjacks, Bees, and Deavers, oh my!
With
the focus of our team now solidly on Treevolution, the question then became how
we would take the concept further. We had the trees, we had the trees growing,
we had the mutations (though we didn’t have much to do with them), and we had
the player’s competing with each other, but, it was decided, we didn’t have
much of an ecosystem behind the game. The though was that adding a collection
of systems to help simulate an ecosystem within the game would solve some of
the challenges we were facing at that point. First off, it would give the
mutations more purpose, as they could be used to counter entities within the
ecosystem, it would also provide more ways of the player to interact with the
game world (which fit with the growing desire to take the game in a strategy
direction), and it would also help bring the experience together and branch (oh
yes, we had many such tree puns along the way) the focus of the game out. So,
with all that in mind, I set off on creating a manageable list of entities that
would create our ecosystem. Having taken several science classes over the
course of my high school and college days, I had a pretty good idea of what our
ecosystem would need. Our trees would serve as one of the primary producers
(the things that serve as the foundation for the ecosystem as they are the
bottom of the food chain) which fit into the gameplay quite nicely as changes
to the primary producers would have changes to the rest of the ecosystem and
the trees were the main way the player would interact with the game (as a quick
aside, one of the main intents of the ecosystem was to allow the player to
interact with as many of the systems indirectly as possible, making it feel
more like the player was interacting with and guiding the ecosystem, rather
than directly managing it. The intent there was to have the player react to the
game and vice versa as opposed to having the player control the game’s
direction, but more on that in a moment, and possibly another blog post). For
the first level of consumers, we would have deer (which the player could
control and send to eat the opponent’s trees, which would damage them) which
necessitated the creation of grass (a resource that the player would place to feed
the deer, and a way to have a cost for the unit), bugs (another way to damage
the trees, but one that the player would not control), and bees (which would
pollinate flowers, which the player would grow from grass, which would then
spread more grass). On the second level we had birds (which would eat the bugs,
and which would also be attracted by berries, which the player could grow on
trees for just that purpose). And then on the third level (sort of) we had the
lumberjack, who would show up at random and cut down trees (he also skipped and
jumped, but that’s another story). Of all of these new entities, the player
only ever had direct control over the trees, grass (and thus flowers), and the
deer, everything else was randomly spawned into the game world and moved based
on their own simple AI. With the addition of new entities into the game, we
also changed and gave purpose to many of the mutations. Thorns would now damage
hungry deer, poisonous leaves would kill off bug infestations, and apples were
just too delicious for lumberjacks to cut down trees that produced them.
Speaking
of the mutations, the system by which the player would gain new mutations
underwent many different changes during this part of the design process. At all
stages trees would pass down any mutations that they had from generation to
generation, but the method for gaining those mutations changed dramatically
over time. At first, the mutations would be randomly assigned to trees whenever
a new tree was grown, which certainly made growing a new tree an exciting
process (it was fun to see what may happen) but it made it very hard to plan or
make any strategic decisions, other than focusing on growing trees that had
multiple mutations on them (which in then turn ran the risk of having the trees
mutate again and lose the old mutations). This system was swiftly replaced by
one where the players would have a choice between three possible mutations,
which were randomly drawn from the total mutation pool. This solved the problem
of randomness to a certain degree, but it also made some of the negative
mutations that we had rather useless (nobody would willingly pick them, after
all). This, in turn, made us change up the mutations so that instead of having
negative and positive mutations, we had some of the more powerful mutations
have a negative aspect to them as well (energy booster, which caused a tree to
gain more energy and was fantastically overpowered at the start of things, now
came with an increase to incoming damage). This still didn’t quite solve
another issue we were having, where some mutations were more powerful than
others (again, energy booster) and could break the game if encountered too
early. The solution to this, and also to the concern that we were throwing too
many things at the player at once (trying to learn the entire ecosystem in one
shot was proving to be something of a challenge) was to break the flow of the
game up into several stages through the use of a diversity meter.
The
diversity meter (also known as the biomass meter, or simply the progression
gauge) was actually a rather creative solution to the problem, and one that we
borrowed, at least in rough concept, from science. In the real world, as an
ecosystem has more things in it, it can thus support more things. More specifically,
an abundance of a specific food source allows more than one species to use it
as a food source without straining the ecosystem (take sheep and cows for
example. With enough grass they can both stay in the same area, but if there is
a shortage of grass one or the other will probably die out as the ecosystem can
no longer sustain them). That’s a simplified version of a more complex process,
but it served as a solid way for us to introduce new things into the game. As
the players created more trees, and thus increased the capacity of the
ecosystem, the gauge would increase and new creatures or mutations would be
added to the game. This allowed the players time to learn about the existing
systems before more were added, and also gave the game a nice feeling of
progression. It also allowed for the game to take some interesting turns, as
the death of trees would deduct points from the meter, meaning that if enough
trees died out at once the game would go back down a level and higher tier
entities would stop spawning in (as the ecosystem could no longer sustain
them).
In
addition to, and sort of working alongside, the ecosystem, we added a changing
climate to the game. The climate effected the entire game board, and would
slowly change as the game went on based on a trend that was set at the start of
the game. We had four climates (desert, tundra, grassland, and tropic. Remember
those for later.) with each one having higher or lower temperatures and
rainfall, in addition to associated mutations. The intent was to have the
players, and the ecosystem, change and react to the changing climate, adding
strategic depth to the game and also making each play through more interesting
and unique.
We
took the game to Quality Assurance testing several times during this stage, and
several things became quite immediately apparent. For one, the lumberjack was
well received but almost universally hated. He was funny, and rather iconic,
but his one man quest to cut down every tree on the board made far too many
games end prematurely, and through no fault of the players, for him to be
considered a fun part of the game. The deer on the other hand were almost
universally loved (though the concern was raised that deer don’t actually cut
down trees “They’re deavers” was our immediate response, “You know,
deer-beavers”) and though they were somewhat overpowered (the thorns mutation
did little to deter a hungry deaver) players absolutely loved building up their
deaver armies and marching them across the map to do battle with the opponent’s
trees! The bugs, birds, and bees were, on the other hand, considered rather
useless, though the bees did see some use as a utility to grow more grass.
Speaking of grass, it created no shortage of interesting situations as players
soon found out that they could use it to block off their opponent’s trees,
which was not at all the original intent, but it wasn’t quite broken, and it
created an interesting group of strategies that could be employed, so we left
it in (in the future, we would provide the players a way to break
grass-blockades, but that would only come with the return of the sprites). The
diversity meter was well received, as it gave the game a nice feeling of flow
and progression, though it was also noted that we could very well just make it
an internal system that the players wouldn’t be able to see. Our intent for
making it an on screen meter was to show the players the current state of the
ecosystem and also create some feelings of excitement and discovery (we wanted
to mark each tier on the meter and show silhouettes of the new entities that
would be unlocked for that tier. It wasn’t quite apparent in that stage of the
game, but we wanted to add more tiers, and with them more entities, which would
have made the meter more akin to an unlock meter) but it wasn’t always focused
on as much as we thought it would be, and the appearance of new entities would
still have the excitement and discovery impact, with or without the meter. In
the end, we planned to just have it be an internal system, but we ended up
changing up the game systems before that happened.
The
climates, on the other hand, were not well received, to say the least. When the
players could get mutations that fit well with the climate they were in, they
worked, but as the mutations were randomized, as was the direction the climate
was moving in, too often we found that players were either not interacting with
the climate, not able to react adequately to it, or simply getting killed off
by the desert climate and the lack of rain that went with it (rain replenished
the trees and gave them more water. If a tree ran out of water, it would die.
The desert adapted gene let the tree consume less water, but as stated above,
getting it was purely luck based). Furthermore, though each entity in the
ecosystem made sense, it didn’t feel like a cohesive whole. It felt less like
an ecosystem and more like a loose collection of systems, which was not what we
wanted for the game. We also weren’t satisfied with how competitive the game
had become, and wanted to find a way to change up the game so that destroying
the opponent’s trees was not the main focus. In hindsight, this may not have
been as much of an issue as we originally thought it was, even though it didn’t
quite fit with our original intent, though I also believe that the system we
decided to replace it with had merit and could have introduced some very
interesting gameplay scenarios if we had more time to develop it.
Regrowth: Terrains, Deaver Life, and Sprites 2.0
To
address these concerns, and also clarify the context of the game, the lack of
which was seen as one of the main issues with the game at that stage, we went
back and brainstormed the direction we then wanted to take the game. We knew we
wanted to have the mutations play a center role, and we had started to want to
delve more into an otherworldly context. Not straight out science fiction or
fantasy, but more of a world like and unlike to ours, a world of extremes that
would have caused similarly extreme mutations within the trees and creatures
that inhabited it. We knew the current terrain system was not working, but we
also wanted to find some way to incorporate terrains into the design of the
game, and wanted them to change over time. The solution, from a gameplay
perspective at least, was to have the trees spread the terrain with them, and
to mutate and change based on which terrains they interacted with. The
question, then, became why. The answer came in the form of the sprites, in a rather
similar role to the one they played in Days of Grey. The sprites would be
avatars, would be what the players played as, or at least what allowed the
players to interact with the trees, and would be servants of the old gods,
these ancient and powerful beings that each represented one of the four terrain
types within the game. We wanted to use terrains instead of elements as that
fit with the game better and allowed us to have the old gods be something more
akin to forces of nature, drawn loosely from some older religions that would
actually have gods of rivers or other natural bodies, rather than just the very
cut and paste elemental forces (not that there is anything wrong with that,
when done well). This change also solved the issue of the mutations being
highly random and unpredictable, as now the players could pick a line of
mutations to go down based on which terrains they grew trees on. It also made
the mutations feel more realistic and intuitive, as now they were actual
adaptations to the environment that the trees were growing in and not just
random changes that happened as the game progressed. Furthermore, it gave the
game and awesome feeling of the players really striving for control of the game
board, as the influence of each player would spread out as their chosen terrain
spread across the field. Going along with all this, the trees would actually
re-adapt to the standard terrain if the player grew them on the normal terrain,
which helped to slow down gameplay a little and allow for more in depth
strategies to emerge, in addition to highlighting the importance of spreading
the terrain type. All of this also went along with a simplification of the
existing ecosystem, along with some modifications to how the deavers behaved. The
lumberjacks, birds, and bugs were all cut as they were really just self-contained
systems that were either broken and not fun to play with (the lumberjack) or
too insular to really be able to influence other parts of the game (the birds
and the bugs). The bees saw a change in focus, as they were now able to purify
the non-standard terrain types from the board as opposed to spreading grass
around, which gave them a much stronger gameplay purpose as they could be used
to slow down or completely reverse an opponent’s spread across the map. The
deavers saw the largest update, especially as they were one of the most enjoyed
parts of the ecosystem so far. They were given a life cycle and a sort of
sub-objective internal to them, now when a deaver collected enough wood from
trees (by damaging them) they would leave the player’s control and construct a
shelter, in which they would raise a new deaver. We made this decision because
we wanted the deavers not only to play a larger role in the gameplay (the
players loved them, and they served as a good tool for the competitive aspects
of the game) and more deavers allowed for more of them to be used at once, plus
it made them feel more like an actual entity within the game world as opposed
to just a system that the players were interacting with. The plan moving
forward would have been to create mutations for the deavers as well, further
increasing the amount the players could discover and explore within the game,
and also increasing the strategic depth of the game, but unfortunately those
plans will either go unfinished or have to wait until the team has a chance to
work on Treevolution again. Going along with the changes to the deavers, we
also changed up what sort of mutations the trees would have. As the mutations
would be broken up into four categories based on the four terrain types
(tundra, desert, poison, and tropic, with grasslands acting as the basic, unmodified
terrain) it made sense to create two mutations that each terrain would have
that would each cover a specific role within the game. So for each terrain, the
trees would have a mutation that allowed them to better deal with the deavers,
and then a mutation that would serve them better in dealing with other trees.
Accompanying this change was a system where the mutations that a tree would
obtain would be based on what the tree had interacted with over the course of
its life, so if a tree was damaged by a deaver, any offspring of that tree
would then get the anti-deaver mutation whereas trees that did not interact
with deavers would get the normal mutation. This actually really helped make
each set of mutations feel unique, and it also helped with balancing as I had a
clear idea of what each group of mutations would have to do. Furthermore, as we
already had the ideas for what each terrain would be like worked out, those
decisions really informed my design process for what each mutation would be
like as I was able to base the style of mutation after a sort of loose logic of
what a tree that had adapted to that terrain would be like. I’m rather proud of
both the design and narrative work that went into the mutations, as I think the
otherworldly style of the game is really apparent and I think that each group
of mutations really has its own unique feel to them that makes playing and
learning about the various terrain types, and the sprites, gods, and trees that
go with them, much more fun and interesting. Lastly, we changed the end state
of the game to trigger once one of the four terrain types had covered more than
half of the map. The idea was that the players were trying to create an
environment that would be suited to one of the four gods, thus allowing that
god’s reawakening, and I would say it was working to an extent, but as we weren’t
yet assigning players to a god (thus giving them a clear goal specific to them
to work towards) it wasn’t quite as apparent what the players should be doing,
or who was wining, than it could have been. Then again, the system allowed for
some interesting possible scenarios, (such as two players cooperating to
achieve the rebirth of a specific god, or even two players competing while both
working on the same terrain) and I believe it would have been far more
interesting than a simple elimination game mode with some more work. We could
have just locked each player into using a specific type of terrain, and the
trees that went with it, but we felt that such a decision would get away from
the experience of discovery and exploration that we wanted for the game and so,
even though it was slightly less intuitive, we stuck with the more freeform end
state. In the end, I’m not sure how much it mattered. Where it was, most
players were falling into a playstyle conducive to the free-form endstate
naturally (as the immediate inclination was to try and compete with the other
player for control of the map) and those who weren’t were enjoying the game all
the same, though we did have one or two times where the players didn’t realize
why the game ended when it did (again, that was something that could have been
fixed with a bit of iteration on the system). All told, I think the change in
direction that we took really made the game much richer, both in terms of
gameplay and context, both of which then helped to create a much more cohesive
and engaging experience. The main issue, at least from my perspective, was that
explaining the game was sometimes hard to do (there were many systems that the
players would have to learn and understand rather quickly to be able to fully
engage with the game) and that was one of the main areas, if not the main area,
that required significant improvement. We created a tutorial for the game,
which carefully went through each game system, but I realize now that it would
have been better to incorporate the tutorial directly into the flow of the main
game, and have it act less as a lesson on how to play the game and more as a
guide that helped the player along as they explored the game for themselves.
The Takeaway: Cry, Stand Up, Grow Stronger
Though
Treevolution did not go forward into second semester, working on it was a
phenominal and rich experience that has helped me grow as a designer, and as a
person. Going through all that I’ve learned would be difficult, as some of the
growth comes in a more deeply personal, and thus less easily defined, sense,
but the major thing I’ve taken away from the process is that I need to put a
greater focus on creating systems that can be easily intuited through gameplay.
It is one thing to have a game with complex systems, and there isn’t anything
wrong with that (I love complex games, I’m one of the few people I know that
really gets into the rules for things like D&D, just as an example) but
(very much unlike the aforementioned tabletop game) the way the game systems
are presented and explained needs to be intuitive enough for the player to
explore the systems and discover how they work without having to delve through
long and often overwhelming tutorials. The process for doing this is something
that I’m going to have to spend time exploring and working on, but I imagine it
will be something similar in theory, if not exactly in execution, to the
process for incorporating the game systems and the narrative context of the
game together. The goal in both cases is to make something that makes sense
within the world of the game and that holds together, not just from a gameplay
perspective but also from a narrative perspective. Actually, more than just
making sense, good systems should inform and advance the narrative, and vice
versa. This is yet another subject that deserves its own blog post, but I
firmly believe that the strongest systems are the ones that are tied in some
way to the narrative, not just as a justification for something occurring, but
as a way of engaging the player and drawing them into the narrative space
through the use of gameplay. Take Dark Souls for example, death in that game is
scary, as repeated deaths without a source of humanity to replace what was lost
will cause characters (at least from a narrative sense) to become mindless
hollows. It’s one thing to say that to the player and expect them to get scared
(the game never actually has the player character go fully hollow after all, as
the game would end at that point) but it’s another entirely to actually make
death a scary process for the player. Dark Souls does it by having the player
drop their collected souls (a currency used to level up and buy items) on
death. These souls can be regained by reaching the dropped bloodstain, but a
second death will create a new bloodstain, resulting in the loss of the
original souls. This makes repeated deaths, or the threat of repeated deaths,
scary as it will wipe out progress that the player has made. Sure the player
never runs the risk of actually going hollow, but the system is being used to
create an experience for the player that fits within the narrative (in this
case, the fear of repeated deaths), thus making both the system and the
narrative that much stronger. It’s this style of working the systems and the
narrative together that I really want to focus on as a designer, and now that I
know that I need to work more on teaching the systems to the player, I’ll make
that a part of the process as well. My goal now is to get to a point where I
can work the systems and the narrative together, and use the experience created
by both to teach the player about the systems and the narrative through
gameplay, rather than by trying to walk them through a tutorial. The learning
process is never over in the game industry (something that I must confess I’m
rather excited about), but I think that learning how to do that will put me
that much further along in my studies, so to speak.
Until
next time,
Guardian
Soul
No comments:
Post a Comment