The IF game that Jonathan mentions is called The Gostak, by Carl Muckenhoupt. It can be found here: ifdb.tads.org/viewgame?id=w5s3sv43s3p98v45 But you will of course need a Z-Machine interpreter. Which there are many of, but the one that I use is Frotz, which you can find here: frotz.sourceforge.net/
What are the puzzles in Braid that Blow is talking about that you don't easily see? At like 17:20 Probably the epilogue puzzles now that I think about it.
About the rewards, I think he means artificial rewards, like trophies/stars, things that just measure completion but don't actually give you anything beyond a representation of completing it. Like giving a kid candy. It's sweet but not filling or nutritious.
1:30 Where can I find this game? Orc Tower by Marc ten Bosch? Checked out his website and see no mention of it. Seems like it doesn't exist. Edit: nvm, I misheard Jon Blow saying 'Un'-released'. Though he said it's on release...
+Hanniffy Dinn Just tried it , it's called Tetraspace , it's more like a demo , but it's enough to give you an idea - now I'm not sure 4D is a very good idea - it feels a lot like brute force exploration of all possible paths I really cannot put it in my head.
djbanizza Well there is a reason why 4D games aren't common. Everyone higher dimensional game I've EVER played is NO FUN and tedious as hell to play. There is zero enjoyment. If you didn't like Tetraspace you won't like this as tetraspace is a exact copy of the 4D mechanic. Rather than have 4D it would be more fun if a room had parallel versions of the room that you could phase in and out. Say a square room as 4 other parallel version of the room you can access. having a realistic 4D slice, is just a pain. Essentually it just means each room has several parallel versions of it. As that is essentially the mechanic.
speaking of spoilers: it's really hard to talk in depth with anybody about Braid when they haven't a.) done the postgame puzzles and b.) gotten the stars and catch the "princess"
a lot of ideas they talk about contradict rules on game design. if anything game design shouldn't come from analytical thought process, it should come something that the dev thinks is interesting
+Samuel Day I don't think there should be "Rules" for game design, an inherently creative and exploratory medium. Enforcing concrete rules closes minds and stagnates creativity.
The IF game that Jonathan mentions is called The Gostak, by Carl Muckenhoupt. It can be found here: ifdb.tads.org/viewgame?id=w5s3sv43s3p98v45
But you will of course need a Z-Machine interpreter. Which there are many of, but the one that I use is Frotz, which you can find here: frotz.sourceforge.net/
And the IF game mentioned by Droqen, Suveh Nux: ifdb.tads.org/viewgame?id=xkai23ry99qdxce3
What is a Z-machine interpreter?
+Aaron Oman what's the game droqen mentions at 15:00??? Blamalatta???? Wtf???
+Hanniffy Dinn The game he is talking about is called "La Mulana"
What are the puzzles in Braid that Blow is talking about that you don't easily see? At like 17:20
Probably the epilogue puzzles now that I think about it.
I guess you're right. Very strange that Blow doesn't see the extra text as a reward!
About the rewards, I think he means artificial rewards, like trophies/stars, things that just measure completion but don't actually give you anything beyond a representation of completing it. Like giving a kid candy. It's sweet but not filling or nutritious.
1:30 Where can I find this game? Orc Tower by Marc ten Bosch? Checked out his website and see no mention of it. Seems like it doesn't exist. Edit: nvm, I misheard Jon Blow saying 'Un'-released'. Though he said it's on release...
wow and miegakure is still not out :( i'd get it immediately if it was ...
Someone has made a free unity clone. So no idea why he's taking so long !
+Hanniffy Dinn Just tried it , it's called Tetraspace , it's more like a demo , but it's enough to give you an idea - now I'm not sure 4D is a very good idea - it feels a lot like brute force exploration of all possible paths I really cannot put it in my head.
djbanizza
Well there is a reason why 4D games aren't common. Everyone higher dimensional game I've EVER played is NO FUN and tedious as hell to play. There is zero enjoyment.
If you didn't like Tetraspace you won't like this as tetraspace is a exact copy of the 4D mechanic.
Rather than have 4D it would be more fun if a room had parallel versions of the room that you could phase in and out.
Say a square room as 4 other parallel version of the room you can access.
having a realistic 4D slice, is just a pain. Essentually it just means each room has several parallel versions of it.
As that is essentially the mechanic.
Well..........
The kid with long hair looks like the kid from Dazed and Confused. :D
hey man you're talking about me
Or Joseph Gordon-Levitt in 3rd Rock From the Sun.
speaking of spoilers: it's really hard to talk in depth with anybody about Braid when they haven't a.) done the postgame puzzles and b.) gotten the stars and catch the "princess"
Jonathan: "I made a Mario clone, about Rewind."
Fun stuff that he doesn't mind admitting it!
Even though, Braid is So much more!!
What puzzle game is droqen talking about ?? Blalatta????? Wtf ???
+Hanniffy Dinn
La Mulana?
a lot of ideas they talk about contradict rules on game design. if anything game design shouldn't come from analytical thought process, it should come something that the dev thinks is interesting
+Samuel Day I don't think there should be "Rules" for game design, an inherently creative and exploratory medium. Enforcing concrete rules closes minds and stagnates creativity.
And what if the analytical process is what the dev finds interesting?