![]() ![]() The studio's approach to building The Talos Principle seems straightforward, but flexible. So Croteam came to GDC this year to advocate for game design as a series of prototyping processes, pursued by developers with open minds willing to be reactive and radically change design - even when they're late in the game. “The moments when your feedback tells you your game is completely wrong are what I call 'Tacoma Narrows' moments, but you shouldn’t fear these moments, added Ladavec. ![]() Ladavec compared game development to the business of bridge construction, noting that a game falls apart when developers don’t account for unexpected faults, just like when civil engineers fail (very rarely!) to account for an unexpected weather condition - like when Washington's Tacoma Narrows suspension bridge collapsed four months after it opened in 1940 due to aeroelastic flutter. ![]() “So you have to be reactive in your design. “It’s hard to predict which forces influence ‘fun’”, said Ladavec. So they reacted by deciding to put Serious Sam aside and make a new game, a puzzle game that the team saw great potential in but couldn't quite predict whether or not it would be satisfying to play. But as Croteam began experimenting with new mechanics, especially a “Jammer” mechanic, they realized they had more ideas for fresh mechanics than a Serious Sam game could encompass. The Talos Principle started out as Serious Sam 4. ![]()
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