List items
-
• Give a false impression of the boundaries of your world
• A feeling of freedom
• Immediate and satisfying player action
-
• Chemistry Engine
• Materials vs Elements
• Multiplication not Addition
• Multiplicity in gameplay
-
• Guiding the player with landmarks
• A slow mastering of the environment
• Technical implementation of environment and art
• Perspective
• Modulation of the environment over time (day/night, storms, winds, color palette)
• Gradient fog across depth
-
-
• Free to wander
• Gameplay concepts learned out of order
-
-
- structure
- dual worlds
-
• Contributing to a world
-
• Systemic death
• A feeling of home
• A surprisingly interconnected world
-
• Minimalist approach to survival mechanics
• Systemic approach to player death
-
• MOOD
• Choices define an intrinsic narrative
• Players drive character development
-
• Abstract concepts like 'color' as abilities/power-ups
• Abilities that link to emotions (turn into square/denial, jump/joy)
-
• Technology design
• Mysterious rules
-
- in game map
- finite scarce resources
- gameplay decisions carry weight due to scarcity
- use what you can find in a jam
- tactical freedom
-
- time loop
- feeling of disempowerment and loneliness/being out of place
-
• Cinematic presentation
• Stylized world
• Perspective and first person animation
-
- aesthetics, ui
- oblique systems and zero reward gamification
- revisiting worlds with slight modulations and strange surprises
- and odd feeling of home
-
- inventory
- mastering an intimate open environment
- steady expansion of scope and ability
- survival horror philosophy: challenge, tools to overcome, rinse repeat
-
- Bethesda philosophy: teach, play, challenge, subvert
-
• Systemic death
• A mysterious island packed with secrets and depth
-
• Meditation mechanic
• A living world
-
• Environmental story telling
• Punk computer UI
-
-
-
- atmosphere
- expansion of scope and ability with items
-
- plant growth
- restoring life to terrain
- art style
-
-
- a compact environment with distinct and memorable locations that all serve a purpose
- free to wander
- intrinsic reward of slowly planning and executing puzzles
-
-
-
-
-
- empowering locomotion
-
-
- ui
-
-
-
-
-
-
-
-
-
-
- vending machine ui
- art style
-
- world building
- lighting
- documents
-
- defined paths with secret flexibility
- alternate routes
- aesthetics