Andre
👤 PersonAppearances Over Time
Podcast Appearances
Like if you love playing games, making games teaches you like, I really, it's hard to enjoy a certain type of game.
Like if you love playing games, making games teaches you like, I really, it's hard to enjoy a certain type of game.
So you start playing all these like quirky indie games because they offer some new mechanics like the triple a big budget things they So excite you because I mean partly you see Like that you don't want to be reminded of that partly you see things or or you're like thinking how they did they do this and so It's really strange, you know So this is how it is.
So you start playing all these like quirky indie games because they offer some new mechanics like the triple a big budget things they So excite you because I mean partly you see Like that you don't want to be reminded of that partly you see things or or you're like thinking how they did they do this and so It's really strange, you know So this is how it is.
So you start playing all these like quirky indie games because they offer some new mechanics like the triple a big budget things they So excite you because I mean partly you see Like that you don't want to be reminded of that partly you see things or or you're like thinking how they did they do this and so It's really strange, you know So this is how it is.
I think that what you described, like especially fetch quests and escort quests. there's these patterns that are kind of easy to grasp for gamers like they might not like it but for you as a game developer you're still of value in a gamer easily understanding what they should do Cause that's an easy task, you know, to tell people where they should go, how they should do it.
I think that what you described, like especially fetch quests and escort quests. there's these patterns that are kind of easy to grasp for gamers like they might not like it but for you as a game developer you're still of value in a gamer easily understanding what they should do Cause that's an easy task, you know, to tell people where they should go, how they should do it.
I think that what you described, like especially fetch quests and escort quests. there's these patterns that are kind of easy to grasp for gamers like they might not like it but for you as a game developer you're still of value in a gamer easily understanding what they should do Cause that's an easy task, you know, to tell people where they should go, how they should do it.
Like people joke about the bird droppings on, you know, ledges or yellow, yellow doors paint, right? Yeah. Paint yellow paint things. And that's there because of a reason, like, because you can't really have a environmentally rich level. While, you know, actually not telling people what to interact with and whatnot. Like if you play, uh, Zelda, you can climb on every mountain, right? It's great.
Like people joke about the bird droppings on, you know, ledges or yellow, yellow doors paint, right? Yeah. Paint yellow paint things. And that's there because of a reason, like, because you can't really have a environmentally rich level. While, you know, actually not telling people what to interact with and whatnot. Like if you play, uh, Zelda, you can climb on every mountain, right? It's great.
Like people joke about the bird droppings on, you know, ledges or yellow, yellow doors paint, right? Yeah. Paint yellow paint things. And that's there because of a reason, like, because you can't really have a environmentally rich level. While, you know, actually not telling people what to interact with and whatnot. Like if you play, uh, Zelda, you can climb on every mountain, right? It's great.
All these mountains are just one polygon faces with a texture. So you really like there's no detail. If there was a detail, it wouldn't work like that ever. And that's why you have the runes and got a war and all this. So all these things are there. So gamers can more easily understand what they should be doing in a world where you are limited. Like you don't know the limits.
All these mountains are just one polygon faces with a texture. So you really like there's no detail. If there was a detail, it wouldn't work like that ever. And that's why you have the runes and got a war and all this. So all these things are there. So gamers can more easily understand what they should be doing in a world where you are limited. Like you don't know the limits.
All these mountains are just one polygon faces with a texture. So you really like there's no detail. If there was a detail, it wouldn't work like that ever. And that's why you have the runes and got a war and all this. So all these things are there. So gamers can more easily understand what they should be doing in a world where you are limited. Like you don't know the limits.
It's called affordances. It's like, can I jump over this gap? Okay. So if I make the gap really wide, I know I can't, but if I make it like, you know, these frustrating things, like it seems like I can almost jump there, but I can't. That's right. That's bad level design. Basically. That's bad. The affordances are not met.
It's called affordances. It's like, can I jump over this gap? Okay. So if I make the gap really wide, I know I can't, but if I make it like, you know, these frustrating things, like it seems like I can almost jump there, but I can't. That's right. That's bad level design. Basically. That's bad. The affordances are not met.
It's called affordances. It's like, can I jump over this gap? Okay. So if I make the gap really wide, I know I can't, but if I make it like, you know, these frustrating things, like it seems like I can almost jump there, but I can't. That's right. That's bad level design. Basically. That's bad. The affordances are not met.
And so, and something similar goes to like quests, like the narratives, like fight, like bring me this or find, find me person X epsilon. That's in every story, which are free find Siri. It's super simple. There's no complicated narrative, but it's very understandable. And also you come and go during quests. Like you, you go to do something else. You end your session and then you reload.
And so, and something similar goes to like quests, like the narratives, like fight, like bring me this or find, find me person X epsilon. That's in every story, which are free find Siri. It's super simple. There's no complicated narrative, but it's very understandable. And also you come and go during quests. Like you, you go to do something else. You end your session and then you reload.
And so, and something similar goes to like quests, like the narratives, like fight, like bring me this or find, find me person X epsilon. That's in every story, which are free find Siri. It's super simple. There's no complicated narrative, but it's very understandable. And also you come and go during quests. Like you, you go to do something else. You end your session and then you reload.