Making Ori and The Will of the Wisps' Best Level
Summary
TLDRIn this insightful interview, Chris discusses the development process of a game, focusing on the evolution of its burrowing mechanic. He reveals how initial ideas like a large physical block and a 'big mama worm' with an acid trail were scrapped, while others, like the trampoline-like sand platform, made it into the final game. Reflecting on the creative process, Chris highlights how many concepts almost led to sub-games but were ultimately refined to suit player experience. The video concludes with a game recommendation for *Dorfromantik*, a relaxing, tile-based puzzle game in early access on Steam.
Takeaways
- 😀 Chris shares the evolution of the burrow mechanic, from inspiration to the final in-game ability.
- 😀 The initial concept of burrowing was inspired by Chris’s love for digging mechanics in games.
- 😀 Chris collaborated with the team to balance the burrow mechanic with the game's other elements, ensuring it fit well.
- 😀 One of the major challenges in the process was maintaining the game’s balance and ensuring mechanics didn’t overwhelm players.
- 😀 Several experimental mechanics, like a worm leaving an acid trail, didn’t make it into the final game due to time or technical constraints.
- 😀 The team explored ideas like a platform too thin to dig, which later became a trampoline-like feature.
- 😀 Some discarded ideas were fun but complicated the design or were too challenging for players to appreciate.
- 😀 The process of creating mechanics was iterative, with the team exploring many options before narrowing down the most effective ones.
- 😀 Mark reflects on how the burrow mechanic developed over time, from sketch to prototype to its final form.
- 😀 Chris is grateful for the opportunity to look back on the development process, recalling the journey and key moments.
- 😀 The video ends with a recommendation for *Dorfromantik*, an indie puzzle game that combines city-building and tile-based gameplay.
Q & A
What inspired the burrow mechanic in the game?
-The burrow mechanic was inspired by the idea of creating a unique movement system that felt engaging and fun for players. The team wanted to allow players to dig through the world, uncovering paths and secrets in a way that hadn't been seen in other games.
What challenges did the team face during the development of the burrow mechanic?
-One major challenge was making the burrow mechanic feel intuitive and satisfying while ensuring the gameplay wasn't hindered by technical constraints. Additionally, balancing the mechanic with other game features, such as the environment and enemies, required careful consideration.
What was the role of the drill in the game mechanics?
-The drill served as a core tool for the burrow mechanic, allowing players to dig through the environment. It became the primary means of interaction with the game's world, offering both a strategic and exploratory element.
Why were certain mechanics, like the big mama worm and the tunneling block, not included in the final game?
-The big mama worm idea, where the worm would leave an acid trail, was dropped due to design constraints. The tunneling block mechanic was scrapped because it would have been too complex and not suitable for the overall gameplay flow, especially from a programming standpoint.
How did the developers decide which ideas to keep and which to discard during development?
-The team carefully evaluated each idea based on how it would enhance the player's experience. They focused on finding mechanics that were easy for players to understand, fun to use, and contributed to the game's core design without overcomplicating things.
What was the idea behind the trampoline platform in the game?
-The trampoline platform concept originated from an idea where players would dig into a thin sand platform only to be ejected out immediately. This concept was refined into a trampoline-like platform that added a new dynamic to the gameplay, encouraging players to think creatively about how they interacted with their environment.
How did Chris feel about the development process after reflecting on it?
-Chris expressed a sense of nostalgia and appreciation for the development process, noting how it was enjoyable to look back on the journey and the creative moments that led to the final game. He was grateful for the opportunity to explore different mechanics, even those that didn't make it into the final version.
Why did the developers feel there were enough ideas to create sub-games within the main game?
-The developers had so many ideas that could potentially form their own self-contained mini-games, but they ultimately focused on integrating the most promising concepts into the main game. The challenge was identifying which ideas would best enhance the core experience while still being fun and accessible to players.
What is *Dorfromantik*, and what makes it a good recommendation?
-Dorfromantik is an indie game that blends city-building, tile-based puzzles, and strategy elements. It's a relaxing and clever game where players place tiles featuring forests, lakes, and towns, solving mini-quests along the way. The game stands out for its simplicity and calming nature, making it an enjoyable experience for fans of casual puzzle games.
What role did the feedback from playtesting play in shaping the final design of the burrow mechanic?
-Playtesting was crucial in refining the burrow mechanic. It helped the developers identify what worked well and what didn’t, ensuring that the mechanic felt fun, fluid, and engaging. Player feedback guided them toward creating a more intuitive experience while balancing difficulty and exploration.
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