I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.
Looking forward to playing The Witness and The Last Guardian.
many games that try to tackle more mature themes and storytelling are nevertheless extremely immature video games that condescend players by constantly nagging them and directing them about like overprotective parents. It’s not that these titles aren’t challenging enough, it’s that they are just challenging enough to be recognized as a game - an FPS or something - and that’s it; the playing of them often feels like a distraction as opposed to the vehicle for immersion. These games are like Easter egg hunts themed after a great novel - they lack both the sophistication of the novel and the wild, abandoned fun of a simple Easter egg hunt. It’d be better if they dropped one pretense or the other, in my opinion, whether that meant creating better challenges or removing them altogether.
Super wise words from Derek Yu. His game, Spelunky, is exceptionally rewarding.
I’ve been going through some of my old files, and found this quote by Jonathan Blow that I must have made a note of a few years ago.
This is from back when the popularity of Braid blew up and people wanted a quick, easy answer to what the game is about. But the way I see it, the very reason it’s a game and not a book is because it’s impossible to adequately communicate it through text.
Good communication has always been a big deal to me; I feel panicked if I think I’m being misunderstood, and I’m disappointed in myself when I can’t find the words to explain myself properly. Blow’s philosophy, that good games can communicate ideas better than verbal languages can, is why he’s my favourite game maker.