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Project Proxima Developer Diary 003

🕑 Added 2021-06-01 13:05:47 +0000 UTC

Comments

Richard Rosean

It's interesting you list *Wonderful 101* as a game with less emotional resonance than something like *Rain World*, because I actually found it to be one of the most emotionally compelling games I've played. Granted, the emotion didn't come in the form of sadness, or serenity, or awe that a game like Rain World might offer. But the sincere goodness of the characters and their triumph over evil gave me a sense of happiness few other games have matched. Not that you're saying this, but I think sometimes the joy of fantastical heroics is a feeling that tends to get overlooked when examining a game's emotional appeal.

gibbdude

Maybe this is just because I'm an insufferably cynical person, but it's my feeling that, typically, appeals to emotion without thematic support are misguided and stupid at best and manipulative trickery at worst. I have to be following along thematically for an emotional swell to move me, or else I'll dismiss it as substanceless and feel less engaged as a result. I would also say that I am Team Theme. This might sound weird, but I do really think that games like Pac-Man or Super Mario Bros. have themes that are just as strong if not stronger than more "emotional" works. If I had to provide a concrete description (though I'm not sure I want to), I'd say that their themes tend fall along the lines of "Playfulness is valuable," or something like that. However you identify them, I say that they exist because those games all have designs which are effectively focused on providing certain types of interactions and evoking certain reactions; in the broadest sense, they're all meant to be fun. Maybe this is just pointless qualification, but I'd say that the fact that they aim to and successfully conduce such a feeling means the presence of a theme. The theme of Pac-Man is the flavor of experience you have while playing it.

Generally, when people use the word "emotional" they're referring to specific types of emotion, sadness, sympathy, wistful self-reflection, etc. A good action game can be tense and exciting, but those aren't the types of emotions people mean when they use the term. It's semantics, interesting semantics, but nothing to lose sleep over. Anyway, my point is your game needs a grapple hook.

The best theming in games is embedded in the mechanics themselves. The Molly and Lewis sections in Edith Finch, the finales of Hellblade and W101, the entirety of Before Your Eyes. I can't think of any better examples of marriage between story and gameplay than these. And I'd agree, if you're just putting cutscenes or other non-interactive theming into your game which can easily be replicated in other media, it is just icing. Some cakes are great without icing, but I haven't eaten straight frosting since I was 7.

"I'm hopeful this will be a much more enjoyable phase of development"' I'm happy to read that! Proxima definitely looks intriguing. It's always been more interesting to me when the core mechanics are simple and the complexity is emergent.

Doctor Professor

I think it's totally legit to choose to focus on mechanics over theme, especially for a solo project where scope creep is a serious concern. But I do think you're on shaky ground whenever you describe something as "overrated." That's essentially a claim that people are wrong about how much they like something, which is a very bold (and sometimes offensive) claim to make. Like, yes, the themes of Pac-Man and Mario are far less important than their respective mechanics, but I'd argue there are also plenty of games where it's a bit more even-handed (new God of War, The Last of Us) or maybe even the other way around completely - and plenty of those games are very successful and widely-loved. Neither of these groups of games is inherently better than the other but they are for different audiences with different priorities. People play games for all kinds of reasons and have all kinds of different subjective reactions to the same external stimuli. As a developer, the end results of saying "theme is just icing" and saying "I want to make a game that relies more on mechanics than theme" are pretty similar - you're focusing on a particular aspect in your design and development, and as such you are targeting a specific subset of the audience. But I think the former way of thinking leads down some dangerous roads and makes you likelier to get in pointless arguments.

Codfish Cartographer

With regards to theme, emotion, etc - what's important is to think about your goals for the game, and what will best help those goals. Professional game designers have a list of "pillars" for a game - these are the most important aspects of a game, and EVERY decision should benefit one (preferably multiple) of these pillars. If skilled gameplay is your primary concern, then the story and themes should work to elevate the gameplay. Viewtiful Joe had a series of interesting time-control mechanics to explore, and so it designed its story to help those mechanics make sense and shine. I would also try to recommend not getting too bogged down in a lot of nitty gritty details yet. Your primary concern should be to get a working prototype of the mechanics made, so you can truly make sure that they feel as good to play as you imagine them to be. Even if it's only partially functional and sloppy, a basic prototype is very valuable this early in a project.

great work man, just keep at it. About that big 3d adventure... I think most of us have one of those eating at our passions from the abyss. Maybe you should try it sooner rather than later, since a) all ideas are beautiful and perfect until they come crushing into the real world, b) perfect is the enemy of good, c) I think there is a beauty in finding how those perfect ideas can *actually* be implemented in the real world, d) once it's out it might no longer haunt you, and most importantly E) you have a lot of people willing to help get your ideas out (this patreon being a little proof of that). Even if in your perfectionist mind it ends up being a ""failure"", it shure as hell would be a learning experience, and a really great one at that!

Very interested to see what the game's graphics will shape out to be like when the time comes. Graphics do a huge part in giving the game an identity. I was gonna come up with a big speech about how emotionally driven decisions can end up improving gameplay but your one comment about acknowledging feature creep kinda nullified that. Nonetheless I hope your game ends up enjoyable.

Fantastic write up Matthew. I look forward to next month's update :)

Matthewmatosis

Great progress this month. While I don't have any visuals yet, the ones I'm planning have evolved considerably into something I'm more excited about. It might be too ambitious but I'm going to try it and roll back to the original premise if needs be. Collisions are looking much better and I also made a major improvement to my level building workflow which would be necessary to rapidly prototype stages for Proxima. Like I said, all the pieces are in place and it seems as though the game is actually worth making so I'm going to continue building stuff, playtesting and fixing up what I have so far. I'm hopeful this will be a much more enjoyable phase of development where I'll just play around with a few more ideas (like the aforementioned water/ice stuff) and build some levels. Still thinking I'll take a minimalist approach to movement and obstacles, only adding more if it feels necessary but I suppose that's just something I'll work out through iteration.


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