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Game Development Journal #6

Posted in Development Journal by evildan
Oct 28 2009

(7/29/08)

Well, this thing is seeming more and more like a game. I love the open ended-ness of the game, but I keep thinking of things that should be done to make sure that the player knows what to do. The last thing that I want is a game that people feel confused or lost in. I have been playing through Zelda: the Phantom Hourglass and have been paying attention to their cutscenes/pacing – it is very clear.

There have been a couple places where I have gotten stumped, but there is usually some sort of hint or pointer that will point in the right direction. Any time there is a new challenge or circumstance, there is a short cutscene describing what is to be done. Like bombing at unmarked surfaces.

So as a result I am feeling more conscious of where Anomolous Reverie has unclear goals or expectations. I think that even one or two lines of text describing the expectation would make a big difference in a new player’s ease of use.

I’ve also been addressing the game maps – because there are a lot of places where they are incorrect or misleading. The last thing you want a map to be is misleading. A fair amount of compositions have needed to change, but it is becoming much easier to navigate through the game.

I’ve also noticed that the cutscenes in Phantom Hourglass are primarily just text explanations. That is extremely relieving to me because that is all I’ve got the budget for.

Tagged as: clearness, cutscene, design, flow, map, zelda

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