I am you from the future. There is No Time To Explain. Follow m– AAAUAUUGHHH!!!! Be part of an indie game with a sense of humor.
I am you from the future. There is No Time To Explain. Follow m– AAAUAUUGHHH!!!! Be part of an indie game with a sense of humor.
From “The Psychology of Immersion” by Jamie Madigan:
The game world also needs to behave as you’d expect it to. “Consistency is the single most important factor in creating a real sense of place,” says Josh Foreman, an experienced designer at ArenaNet who works on the Guild Wars games. “The style can be anything from photo-real to abstract to impressionism, as long as there is an internal logic to what the player perceives.” This means that in-game characters, objects, and other aspects of the world should behave like their real-world counterparts.
Interesting to read this in the context of dissociated mechanics in paper ‘n pencil roleplaying games.