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The design of Braid - a talk

Lumpy

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http://www.youtube.com/watch?v=gwsi7TEQxKc

It's always cool to hear how much thought goes into the subconscious effect games are supposed to have upon the players.
Also, I agree with his philosophy of simplifying a game as much as possible, leaving in only the stuff that's interesting and challenging. RPG designers are usually the worst offenders - in fact, Vince is probably the first one who's promised to put in only difficult combat.
 

BLOBERT

FUCKING SLAYINGN IT BROS
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LOOLOOLOL FAG CONSOLEFAG FAG FAGGOT

BRO I SAW THE GAME ON YOUTUBE ONCE ONLY TRETARDS WOULD PLAY IT

LOLLOLOLOLOL
 

Destroid

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Watched about half, made me want to play the game, I'll watch the other half after I have I guess.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Might want to include a small warning to people that the Youtube vid is almost 90 minutes long.
 

Zed

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Codex USB, 2014
watched pretty much all of it. pretty nice video even though I didn't spend a lot of time with Braid.
 

BLOBERT

FUCKING SLAYINGN IT BROS
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WOW BROS ARE YOU HUNGRY FOR MORE CONSOLETARD COCK I WILL FIND SOMEONE TO SERVE SOME UP

SLUREP SLURP SLURP LOLLOLLOLLOLOL

BROS YOU KNOW THIS IS FAGBOX CONSOLETARD SHIT RIGHT LOLLOLOLLOL YOU ARENT ALOWWED TO LIKE IT HERE LOLLOLLOLOL
 

Destroid

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He shows the prototype first and talks about his ideas, then he plays through the entire game and talks about what he was aiming to do with each puzzle, what he thought worked well and what he thought didn't work well. He talks a little bit about the production process, but mainly about the game design, it's very interesting.
 

asper

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Project: Eternity
Braid is symptomatic for everything that is wrong with indiegames: one little idea extrapolated into a pretentious wankfest...
 

Lumpy

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asper said:
Braid is symptomatic for everything that is wrong with indiegames: one little idea extrapolated into a pretentious wankfest...
Sigh... How is it a symptomatic wankfest, and why a 'little idea'? All of the puzzles and mechanics felt fresh, it wasn't a single idea stretched out as much as possible.

It also brings to light something that was wrong with Portal. Each world begins with a puzzle where the player has to discover the basic mechanic, but its uses are found along the way. By contrast, Portal had the first half of the game be a tutorial that thoroughly explained every way portals can be used, so the player had no sense of discovery when applying those same methods throughout the game.
 

I.C. Wiener

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Braid was extremely pretentious on the storyline/writing front, but as a game it seemed like he had his head in the right place, as opposed to the countless other flash-based mario clones on kongregate where it turns out that you died in a car crash but you can't undo it because this game is a powerful treatise on fatalism and mmm my own dick tastes good nom nom. I didn't care for it too much personally because it wasn't my cup of tea but I cannot accuse it of being a bad game.
Spellcaster said:
Maybe he should stick with the theories and lectures only.
There are enough armchair game designers on the internet. If he's any good he can prove his game design theories by making something worth playing.
 

Zed

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blobert you're like the only one playing xbox
 

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