www.youtube.com/watch?v=dub2...
#TheLudicLogos #GamePhilosophy #TLOU2
www.youtube.com/watch?v=dub2...
#TheLudicLogos #GamePhilosophy #TLOU2
A mechanic is just a mechanic—until it’s seen by the player through the lens of their own wounds, humor, or hope.
You don’t need more verbs. You need more resonance.
A mechanic is just a mechanic—until it’s seen by the player through the lens of their own wounds, humor, or hope.
You don’t need more verbs. You need more resonance.
Every jump, switch, and delay is a whisper of intent—
Do you rush, or do you hesitate?
Do you see this as a challenge, or a message?
Every jump, switch, and delay is a whisper of intent—
Do you rush, or do you hesitate?
Do you see this as a challenge, or a message?
When a player fails, they are not blocked—they are reflected.
A well-designed challenge doesn’t say “You’re not good enough.”
It whispers, “Here is what you value. Here is what you fear.”
When a player fails, they are not blocked—they are reflected.
A well-designed challenge doesn’t say “You’re not good enough.”
It whispers, “Here is what you value. Here is what you fear.”
Every mechanic, rule, or obstacle is just a mirror—reflecting the player’s persistence, hesitation, creativity, or cowardice.
Good game design isn’t about control; it’s about revelation.
Every mechanic, rule, or obstacle is just a mirror—reflecting the player’s persistence, hesitation, creativity, or cowardice.
Good game design isn’t about control; it’s about revelation.
www.youtube.com/watch?v=oOcT...
www.youtube.com/watch?v=oOcT...
#game #gamedev #indiegame
#game #gamedev #indiegame
#game
#game