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Joined 4 months ago
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Cake day: January 8th, 2025

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  • If you want to produce the sensation of being trapped you have to use the feeling of power and loss. It stems from the sense of ‘If I could just…’ If I could just get out there, I could defeat that henchman for him. If I could just get out there, I could solve that riddle for him. If I could just escape this box, all would be fixed.

    Now, the trick is, because this is a video game, players have a reduced sense of agency. The player’s sense of capacity is ‘what happens when you hit the button.’ Mario, before more modern adaptations, had a capacity to move left and right, jump, run, and ‘use ability.’ The player never had the ability to do anything else, so it never feels like a limitation. No one ever said, ‘playing Mario makes me feel trapped because I could beat Bowser if I could just access the cannon that’s right over there.’

    So, to produce the feeling of confinement, one must create the sense of power, and then take it away. Give the player enough power that they could even defeat the dragon, but then take it from them so they feel limited. If you can find a way to make it feel like it’s not even forced, as in they feel like they could have won the game in Act 1, Scene 1, but their lack of skills as a player were what made them lose, all the better.


  • If that’s the style of game you are looking for, I could see a structure of 'do code golf puzzles to:

    • program robots to help the knight directly’
    • ‘trick’ henchmen or magical castle elements (abstracted coding) into doing things that help the Knight’
    • write the guard’s ‘daily action plan’ so they patrol in a way that doesn’t get the knight caught’
    • complete abstract ‘magical haxors’ that open the dragon’s firewalls’
    • social engineer the dragon between runs to let you have more supplies’
    • give simple instructions to collections of small woodland creatures to do simple things that add up to a real goal (in the vein of Opus Magnum)’


  • Might sound odd to some, but Overwatch.

    Early Overwatch was great. Then some updates made it better. The only things wrong with it were design choices that were made for financial reasons. Then they made it much worse. Then they made it worse. And worse. And then they made 2, which turned it into just another ‘left-click on the target’ game, because those make more money. It saddens me that it died.