On the role of Inspiration in Game Design
I realized today that I have applied approach 1 too much in game design. I must apply approach 2 more!
Hit read more to see a lovely graph that hopefully explains what I mean…
I realized today that I have applied approach 1 too much in game design. I must apply approach 2 more!
Hit read more to see a lovely graph that hopefully explains what I mean…
In fact, we’ve never been dead.
Since the last post we’ve been busy with distilling the game, starting our collaboration with Fatshark to bring Cobalt to Xbox and we’ve been to Minecon.
Being a small team with the main focus to have fun, the development of Cobalt has always been a bit haphazard where we’ve added stuff as we go with less focus on the bigger picture and more attention spent on what felt right at the moment. This has led to, in our opinion, a great platformer but it has also resulted in a lot of features that remain hidden to the average player. When a new player starts up Cobalt, he or she isn’t really introduced to what the game is about. There’s nothing to hold their hand and present them with the experience that is Cobalt, especially not as a single player. I’m not talking about a next-gen like dumbing down of game play, but a coherent presentation of the actual game.
What we have now is a whole bunch of puzzle pieces hovering in the air waiting to be placed in the correct spot. Since starting our collaboration with Fatshark we’ve been busy trimming and arranging all pieces in order to put them down in a presentable larger picture and an enjoyable gaming experience from start to finish.
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In this post I will talk about:
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Hi! In this post I will be musing on the following topics:
Hit the jump for the full read!
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