Thanks for that. I hope your life's path has been at least slightly altered from playing the demo.
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It has! I have been contemplating a 3D game experiment, and find your crisp mechanics motivating. I will aspire to this standard in my own works.
I often contemplate how games impact the player, particularly on the aesthetic dimension. I am especially fond of Aristotle's conception of virtues existing between complementary vices of excess and deficiency. For example: Courage found between Cowardice and Brashness.
My "Main Project", Ingvanr Saga, has been an experiment in building a game that can deliver these philosophical notions to the player. I mostly achieve this through the visual novel style mission briefings (inspired by Fire Emblem) which I included, but I also think the gameplay mechanics enforce some contemplation upon the virtues of a competent Captain of Men, through the high risk combat puzzles, rewards based upon how many of your soldiers survive the level, and gear durability mechanics. Ratfall contains a similar attempt at expressing virtues through the gotcha system, but the narrative elements there are still underdeveloped.
I am curious to hear what virtues you might consider worthy of elevating in your game? How might you subtly enhance the (already excellent) core mechanics to elucidate these virtues for your players? I sense that you may be the sort of person who contemplates these types of questions.
Be well,
- Eldritch
I'm really not the kind of guy who thinks about this stuff. In reality I'm just hoping to give the player what they want: action and spectacle. And hopefully to take home a paycheck at the end of the day. I find that games often aren't willing to just admit that gamers aren't looking for anything more complex than just fun. When id software was developing doom in the 90's, they were thinking about big guns and their favorite heavy metal albums and how cool it would be to combine those. I'll check out Ingvanr Saga some time. Be well, - ShanghaiDev