![]() ![]() Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear on the critical path, challenges you set for yourself, missable/skippable things, it's our podcast and we can do what we want to, giving the player options, allowing player expression, Tim talks streaming, rumors of secrets, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. We talk takeaways and then catch up on our feedback. Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. ![]()
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