![]() You figure out the shortest path through the maze and solve a riddle.Ī bunch of illustrators of antiquity. Especially this artist Christopher Manson, who made these books - my favorite is called Maze, a puzzle book, where each page is a room of the maze and you have to explore the maze. Roberts: Every time people ask me to list inspirations, I always forget some. It would have allowed more puzzles, and might have allowed me to finish the game sooner while putting more gameplay in it. Roberts: It would have been challenging anyway, but I tried to show, in the talk, another way I might have approached making Gorogoa with simpler and more regular art. GamesBeat: You had to do a lot of things by necessity. They can accept my moral or look at what I did and conclude that they should not follow in my footsteps. People can take what they want from the talk. I discussed a lot of design decisions and why they were challenging. GamesBeat: You get something out of the chaos there? ![]() ![]() If you make something through an unlikely, inefficient process, it will seem more magical, naturally. Each step was a struggle, finishing the game, but that awkwardness of making the game is connected to why it’s unique and special. Jason Roberts: Well, the talk was about how a lot of the decisions I made on how to approach the game early on turned out to make my life very difficult and make the design constantly challenging. GamesBeat: Was there a highlight in the talk you wanted to drive home for the people here?
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