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Imagine a puzzle game where you have to draw clues all over your own body with no erasing or undo. At the end, your character becomes a NFT that can be sold.
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Imagine a Metroidvania style game where you lose all emotions and have to slowly gain them all back again, using each one to discover new depths to your inner soul
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Imagine a game that comes with a walkie-talkie that ONLY works with ONE other walkie-talkie in the world. If you buy the first of a duo, you have to wait for player 2 to pick up. Possibly days, possibly years.
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Fondly remembering that one time I was asked to guest review Doom for Edge magazine back in 1993pic.twitter.com/iBcTxFLcc6
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I'm one of the few people you'll meet who've designed more games than they've played
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Disappointed with Kojima for making it faster to deliver cargo. I would have gone the other way, introducing elements such as quicksand, conveyor belts going in the opposite direction and queuing systems.
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Top dev secret : cut scenes are initiated when walking into an invisible box. Imagine a game where cut scenes are an ability rather than a trigger
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My new game isn’t 60fps, neither is it 30fps because every single character in the game has their own unique fps value that changes depending on their interactions within the world
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If a game has 'Fast Travel' it means the designers don't have much faith in their game. My new game is so constantly incredible that I'm introducing the world's first 'Slow Travel' system to help prolong the experience.
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My new game is so advanced that it will recognize if you are trying to speed run and make the game longer as a consequence
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The portal effect in Ratchet really only uses about 10% of the SSD. I would have used 100% and allow players to warp in and out of ANY game installed on their PS5
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Imagine a game where you cannot hold any inventory and need to hire real people with real money to hold your inventory for you
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Dev tip. If making a series, reuse assets in the sequel to save on time and costs. If anyone online points it out, just say it's an Easter Egg
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I tweeted this exact same concept over a decade ago. Everyone laughed at me. Now Sony is doing it and it's suddenly a cool fun idea!pic.twitter.com/xxlWqxiOzl
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Imagine a game that begins as fully procedural levels but progressively become less procedural the further you get into the game
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Imagine a game where you play as a QA tester working on the game that you are playing. You report bugs that get fixed, however one coder is seemingly enticing you to secret areas of the game that expose complex problems rooted deep within the studio
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Imagine a game where you can access the credits at any time and rearrange it to change your experience. For example putting programmers under art turns the environment into cubes which may be useful for accessing new areas
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Imagine a game where that is entirely played from the perspective of doorbell cameras
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Imagine a game that centers around a family drama where the entire game is literally on rails. Each character moves around physical tracks that can only be adjusted during the night when everyone is sleeping
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