Go Back   Ultimate Web Site Drop Down Menu Forum > News and Information > General Web Trends and News
Register FAQ Members List Calendar Today's Posts

Reply
Thread Tools Display Modes
Unread 09-13-2008, 08:17 PM
sl4shd0t
Posts: n/a
  #1  
Default The Development of Braid

Gamasutra sat down with Jonathan Blow, creator of the successful independent game Braid. He talks about going through the three-year-plus development cycle as a one-man team, and how his concept of the game changed as he worked on it. He also discusses what he feels is the difference between "natural rewards" and "artificial rewards." "... for the most part, when you're playing Tetris, you're enjoying it because you enjoy fitting the blocks together. Whereas when you play World of Warcraft — and what I'm about to say is a generalization, since different players enjoy different things, obviously — a lot of the appeal of playing World of Warcraft is not in the core gameplay mechanic, because it's boring, a lot of the time. ... I think what keeps them in there is, at first, the level ding, because it's very addictive to get that. 'Okay, I've got more gold. Whatever.' And eventually, they've made this huge time investment and they've got a character there and they know what that level ding feels like and the next one is pretty far off, but they can get there! And it's not any better, because this is like number 67. It's got to be better than 66!"http://developers.slashdot.org/slash.../09/13/1723229
Read more of this story at Slashdot.
</img>


More...
Reply With Quote
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 11:57 AM.


Powered by vBulletin® Version 3.0.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.