![]() ![]() This means that puzzles can be quite a hindrance if you want to make a living world. ![]() Players probably would have spent much time interacting with objects that were completely unrelated to the puzzle they were trying to solve, increasing the overall frustration and damaging the flow of progress. If the game had had superfluous elements, then this would have made the experience so much harder. You have to try out every object in order to find a way to progress. The puzzles in Limbo depend a lot on experimentation and thinking “out of the box”. ![]() I felt that there could have been tons of extra elements to interact with in order to make the player feel more connected to the world.īut then I realized that the design of the game went against this. Puzzles and LimitsĪs I played Limbo I realized that most (if not all) interactions were directly added to the puzzles you have to solve. Instead we want players to directly express their wishes from mind to game, unaware of any intermediate hardware. We do not want players to think of what buttons to press and sticks to pull. The faster the flow of interaction from player to game can become intuitive, the better. It is so often that games become about the mastery of the controls and I think that makes it so much harder to become one with the game’s world. It only takes the player the first few minutes of the game to familiarize with the controls and the rest of the game can be spent on building up immersion, instead of constantly learning and remembering controls. This can be seen in other games like Shadow of the Colossus (but then to a lesser degree), and I think it really helps to heighten the player’s feel of presence in the game. These are then used in a mixture of ways, constantly keeping the experience fresh by putting the variety in the world instead of the controller. The basic actions in Limbo are move, jump, climb and grab. I think the biggest take-away from Limbo is how you do not have to give the player lots of actions in order to make a fresh and interesting experience. Instead I want to discuss some other things I realized when playing the game. All this has been said before though and is not what this post will be about. Too many games just try and extend play time as long as possible, and it is nice to see games going in the other direction. Another thing I really liked was the variety of activities and lack of puzzle repetition. Small things, like the change in light level and tilt of the camera heightened the mood substantially. Starting off, I thought the game had really nice visuals that really added to the mood. Now that I have collected most of my thoughts on the game I thought it was time to write a little post about it. I thought it was quite an interesting experience for many reasons and been thinking for it on and off. A while ago I played through Limbo for the first time. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |