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robertogreco : spatialmemory   1

tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."

[Update [17 June 2016]:

Revisited thanks to:
"(And Thompson's essay, excerpted in the previous: http://tevisthompson.com/saving-zelda/ )"
https://twitter.com/tealtan/status/754162412484452352

See also:
"Thinking about this but for learning: http://makegames.tumblr.com/post/147367627844/this-is-an-excerpt-from-the-spelunky-book-which "
https://twitter.com/tealtan/status/754162176345210880

"And the ideas of "intentional obtuseness" in Pokemon Go (and Snapchat): https://medium.com/@helvetica/full-thoughts-on-pokemon-go-from-my-interview-on-the-verge-178b97b1112b "
https://twitter.com/tealtan/status/754162625802534912
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson  howwelearn  hyrule  legendofzelda  independence  zpd  howweplay  openended 
february 2012 by robertogreco

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