My plan is to make the first area a “playground” of game mechanics to make it feel like a “lived-in” place. You’re essentially leaving your “home” to go on an adventure. Your example of Ender’s Game is fascinating. Thanks for the advice.
As an experienced game player, my usual reaction to this kind of thing is to turn around and make sure I’ve exhausted all the content that comes before the Point of No Return—that cat’s going to be waiting for me anyway, even if I do turn around and go back, so why hurry?
One way to get around this might be to have a score at the upper right corner, like in old-time adventure games, which stays conspicuously at 0 until you jump down.
I’m glad to hear this! With this explanation, the metaphor seems much more robust. And I’m totally with you on everything else in this entry, so I’m looking forward to seeing more about how you intend to convey concepts through gameplay.
Also, the graphics (and/or mockup) look pretty cool. :)
My plan is to make the first area a “playground” of game mechanics to make it feel like a “lived-in” place. You’re essentially leaving your “home” to go on an adventure. Your example of Ender’s Game is fascinating. Thanks for the advice.
As an experienced game player, my usual reaction to this kind of thing is to turn around and make sure I’ve exhausted all the content that comes before the Point of No Return—that cat’s going to be waiting for me anyway, even if I do turn around and go back, so why hurry?
One way to get around this might be to have a score at the upper right corner, like in old-time adventure games, which stays conspicuously at 0 until you jump down.
I’m glad to hear this! With this explanation, the metaphor seems much more robust. And I’m totally with you on everything else in this entry, so I’m looking forward to seeing more about how you intend to convey concepts through gameplay.
Also, the graphics (and/or mockup) look pretty cool. :)
You’re welcome.