Gin banned
Joined: 05 Dec 2006
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Posted: Fri Jan 19, 2007 1:56 pm |
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So what you're saying is, in a way, though we need games like godhand, we need games that are the polar opposite of godhand.
That sounds about right.
We need a game that has no numbers or bars or anything. No floating icons or anything. Complete lack of helpful messages like "PRESS A TO OPEN", no HUD of any sort. Controls would be a hyperintuitive design, so you never ever need to be told what to do, or what you can do.
Make the plot something simple and meaningful. No need to be complex, no need to try to make Citizen Kane right off the bat. Just focus on changing the way a game might be percieved.
Maybe your a guy who goes out to meet some friends for pizza one day. On the bus he sees a girl he used to know who he still has feelings for, and maybe you decide to follow her. Or maybe not. There would be no motivation to do anything other than what you as a player decide to do. There would be no rewards. The game would be just this one day in this guy's life, however it turns out, based on what you decide to do. Like Groundhog Day, where you could just go an explore your setting to your heart's content, witnessing some moments that are meaningful to you, some that aren't, until you get bored and stop.
Ideally, it would be utterly organic.
That's the direction games should go in.
Damned if I know how to make them go that way. |
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