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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another example of gameplay and art integration that people usually get right so it’s usually not worth talking about: cooler-looking items should be stronger. even here there are wacky things like ensembles of armor that look dumb but have strong bonuses; imo bad design again
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Replying to
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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