Limbo

I like to Liiiimboooooooo
 
But I'm too fat to get under the bar once it gets about two feet off the ground.
 
 Liiiimboooooooo 

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Color is overrated

If there's one thing that my experienced, expert, unbiased, and handsome self has discovered about gaming, LESS IS BETTER.
 
I love the realistic, gritty, REALNESS of videogame visuals today. Take games set in a post-apocalyptic setting. It's desolate. Empty. Devoid of life, happiness, and narrative consistency of existential angsty buzzword synonym jargon. 
 
It's going to be ugly. Gray. But this grayness is beauty as well. It's silly to think a post-apocalyptic world would have rainbows and purple unicorns. Games need to keep going in this direction. Games need to be grittier. Harsher. MORE REAL. I'm considering a game where you are almost blinded by a nuclear flash, making your vision similar to to what it would look like if you stared at the sun for 10 seconds. So think tons and tons of bloom. And gray, since nuclear weapons wipe out the spectrum of colors. And you're wearing  a helmet. With a greasy, burned visor. Covered with sand pits. And cracks. And your helmet is filled with vomit, which steams up the visor. Now THAT would be an awesome visual! That's what I want. 
 
Realism.

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Innovation

As most people know, I am a videogame pioneer. I got really, really tired of things like "push the block" puzzles, so I decided to develop new mechanics for videogame interaction, such as sand. Yes, sand! Why bother with "push the block" cliche puzzles when you have something like sand at your disposal? To give an example on how this works, you can get some empty sandbags, and fill them up with sand. Then you can push them around and stack them and make things like stairs.

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Important aspects of games

I think that the immersive narration of the narrative's context should interact with the player vis a vis the interface and motivation of the system justification narrative immerse system world defining consistency. Sand.

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