Conversation

minecraft is a great example here; everything looks beautiful and you can interact with all of it. the structure of an ocean temple or whatever is not just pretty art, it represents a collection of blocks you can mine and repurpose. your field of view is full of game-relevance
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compare to, to pick a random example, bravely default. my main peeve with this game is that when i’m walking in a town i can look at either the top or the bottom screen, and while the top screen has pretty town art the bottom screen is a million times easier to navigate by
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imo this was just bad game design straight up. the pretty town art in bravely default is ultimately meaningless; i can’t actually interact with any of those buildings except by entering them, and the bottom map lets me see the entrances more easily
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Replying to
the simpler your art is the less you have to worry about this sort of thing. if you never visually represent items at all then you don’t need to worry about whether their visuals match their behavior. if your landscape is bare and minimal less of it can be irrelevant to gameplay
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a game world is made up of a bunch of different pieces - visuals, audio, different aspects of gameplay - that you have to make coherent to make it feel like a world. the real world has coherence sort of built in automatically but in a game it’s up to you to enforce it
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