Recently we had a conversation about accessible games and avoiding making things too obscure. During the chat, the topic of Soulsborne came up and I was asked an interesting question: For a game that is so demanding, why does the Souls Series avoid accessibility complaints?
One of the best parts of the Indie scene has been the variety of titles being released, and Adult Swim Games has certainly been publishing some great titles. With Rain World by Videocult, we have a great looking game that unfortunately falls into a trap just like our slugcat friend.
Today’s Critical Thought looks at the debate of knowing just how much to tell the player about how their game works. There is a line between making something so explanatory that the game plays itself, to having systems that no one will ever figure out on their own.
Are there examples of games that withhold information and are better because of it? Let me know in the comments.
For this week’s Dissecting Design, we’re returning to the first major Indie game in the mainstream market: Cave Story. Developed by one person, is the quintessential Indie story. I talked about the design of the game, and how it was one of the first examples of a game really showing off the creativity of the Indie space and that you didn’t need the best graphics to make a great game.
Sorry about the sound issues, the game has louder music than normal and I ran into some copyright issues that I had to work around.