Gameplay. 100%.
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Yeah that's what I thought too, but imagine Miles & Kilo with bland nondescript blobs. Art like that to me might add a bit of story (or at least lore). I see all these great indie retro sidescrollers with great gameplay and art, what if it was just blobs, would it still be good?
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They each inform the other. Most gameplay problems are solveable now. It's now a matter of wrapping it in a narrative that utilizes the gameplay and is interesting.
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Imagine a writer asking if grammar or style is more important than content?
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Some of my favorite games like Dear Esther use gameplay mechanics to help tell the story - the dialogue is pretty heavy but being forced to move slowly across a deserted island gives you time to process it. So like... a 75/25 story/mechanics split maybe?
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I agree in that style of game the narrative holds a higher focus which is interesting to think about how a genre can impact a game's content, or how a game's content can impact a genre.
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