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"Anecdotal feedback also confirmed that without exception, the PSP was regarded as the best sales presenter ever received. As a result, Foster’s is now reviewing further rollout of the tool." Fosters use a pre-loaded PSP as sales demonstration tool; it does very well.
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"Each world has a specific mechanic and overlapping rarely occurs between world mechanics. Instead, the player is given just enough objects on the screen to solve the puzzle with the limited tools available. By being able to concentrate on one mindset of solving the puzzle, eventually the solutions make themselves apparent." A nice Manveer Heir piece on why the puzzles themselves in Braid are good: because the game creates complexity out of limited tools, rather than throwing every mechanic in all the time.
Back to Bioshock
27 July 2008
or: trust the designer, not the mechanic.
I have a problem with not finishing games. I doubt I am the only one. But sometimes I become disappointed with my inability/lack of time to finish a game, and Bioshock is one title I’m disappointed not to have put more time into.
Most games stop being played either because my interest wanes or beacuse they demanded too much time. Bioshock did neither. Bioshock was, whilst I was playing it, wonderful: simple mechanics, but deep design; beautiful architecture; solid story-telling.
I was really enjoying it, and really into it – and then we broke up. We broke up because of what it asked me to do.
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