Game Design: Mechanics VII

By 15/12/2017Game Design

Now listening to: my daughter’s breath while she sleeps

I swear to God, I have no idea what goes here. I’m guessing parallelism is all about how you can advance multiple goals while focusing on a certain task. Kind of like Sudoku, where a solving a particular number opens a myriad of possibilities. As far as the lenses of the pyramid and the puzzle go, I really, really have no idea. The pyramid is probably about challenges building into something greater. The puzzle is probably about having puzzles in the game.

Duh.

Anyway, as far as control goes, VR’s what making waves right now. Superhot VR for the HTC Vive, in particular, is an excellent example. A game where time goes only as fast as you move while dodging bullets and fighting back with an assortment of firearms and melee weapons.

Matrix-style.

Cool, just not a lot of meat on them bones, when writing. There’s also talk of the interplay between the physical interface and the virtual interface. Rather dry, unless you start talking about Assassin’s Creed, Ghost in the Shell and The Matrix (again).

I’m kind of obsessed as to when VR will take the next leap forward and we’ll have a more robust interface. We have a proto-head and proto-hands! A full body suit that tracks our appendages and joints as they move is that far out there? I mean, movie studios already use the technology. How far away can we really be? Give me the missing parts already!

#56 Parallelism

#57 Pyramid

#58 Puzzle

#59 Control

#60 & #61 Physical Interface & Virtual Interface

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