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got a cold, so thought I'd play Abzu again and have a nice chill time with the fish... but I am pre-emptively annoyed that it has mystical glowy spheres as the core progression mechanic
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I mean, I have also been playing BotW, which is also bad for this. I don't like the conflation of spiritually meaningful moments with completing tasks and ungating progression through the game. Plus it is very vague? Very <insert meaningful thing here>.
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does Gris have glowy mystical spheres? I vaguely remember from from my housemate playing, but I might be wrong. the vagueness reminds me of folks smart critique of the unspecificity of its story.
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I think about "whimsy" and Keita Takahashi a lot when analysing how to design games. It's kinda the opposite of this - ground everything, going for the specific over the abstract, even when there's no reason for the specific except delighting in that one thing.
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a specific example: in Tenya Wanya Teens, the instructions are given by his parrot. why that parrot? well, he had photos of it, so he didn't need to draw it. and why not a parrot? it's better than a text box and no parrot. (there may be other reasons for the parrot I don't know)