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April 25, 2024, 12:57:54 pm

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Author Topic: JD interview Re: "Defining the modern indie game"  (Read 6820 times)
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mayor robot
Posts: 665

« on: February 11, 2012, 07:48:15 pm »

February 08, 2012 - http://www.edge-online.com/features/defining-modern-indie-game

"...we are trying to evolve the adventure genre and to think of new puzzle ideas. We think about our games as toys: you should be playing the game not to finish it or to beat it, but to enjoy the experience. So for Samarost 3 [sic]  we’re adding several interactive toys where the goal is just to play and to enjoy even if you’ve finished the game. Atmosphere is very important to us – sounds, music, playfulness. We think about our games like movies or books – their value transcends the ending. When you finish a book, you can read it again a few years later. That’s what we want."

« Last Edit: February 11, 2012, 07:59:39 pm by Alex » Logged
space invader
Posts: 109

« Reply #1 on: February 12, 2012, 05:10:21 am »

They’re like little Easter eggs – when a player finds them, they feel happy.
Amanita Design finally admitted - their games are so ideal that they IMPLANT the bugs themselves  Grin
I can imagine them sitting on some discussion of ready game, with programmer: "Mmm... so...maybe we shall put some bugs inside? For example, wrenches disappear..."
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