A few days in the past, Jennifer Scheurle – Game Design Lead at Opaque Space – despatched out a tweet.
Using Assassin’s Creed and Doom for example (each video games “value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving”) – in addition to Hellblade’s permadeath myth – Scheurle got down to discover out what “brilliant mechanics in games are hidden from the player to get across a certain feeling.”
Here’s our record of the best PC games.
Bossa Studios’ co-founder Henrique Olifiers replied, stating: “In Surgeon Simulator we hid many features to incite curiosity: for instance, if you dial your real phone number in the game, it calls you.”
When pressed if this was actual, Olifiers says: “True. And it plays a message integral to unlock a hidden level. God, I hope the dial-out server still runs!”
Jane Ng, lead artist at Campo Santo, added that in Firewatch, “a player not responding to dialogue prompt is a noted choice.” That won’t look like an enormous deal – in spite of everything, Telltale’s been doing this for a while – however in Firewatch’s case, refusing to reply shouldn’t be explicitly given as a selection. And but the sport interprets it as one. As Ng says, “it helps create a feeling that ignoring someone has social consequence and the other person is ‘real’.”
And Bioshock 2 director, Jordan Thomas, confirmed that in Bioshock, the pace of Big Daddies was deliberately slowed down should you had been dealing with away, to make sure you didn’t “die confused.”
For extra behind-the-scene insights, take a look at the complete Twitter thread.