Sunday, May 9, 2010

on the level

I have been enjoying the Amanda/Megan level game, even though I can't seem to get the banana. It is a simple premise and the goal of the game is fairly ridiculous, which is just what you've been talking about lately. What I like the most, though, is that the visual content demonstrates the paradox of how important visuals are to the design and also just how unimportant they are in some ways to the overal gameplay. Basically all of those level game are pretty similar, you start in one place and figure out through a combination of trial and error how to click on the right keys or move the mouse just right to jump from level to level. Changing the visuals does nothing to this basic game structure, but is extremely important to creating any interest in playing yet another level game. Can we strip the visuals to their essence and somehow make a radical game through a fundamental change in this design?

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