Comments on: P3 – Synesthetic Garden https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/p3-synesthetic-garden/ Video Game Design and Architecture Sun, 07 Oct 2012 14:19:43 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Blair MacIntyre https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/p3-synesthetic-garden/#comment-73 Sun, 07 Oct 2012 14:19:43 +0000 https://github.blairmacintyre.me/site-archive/cs4455f12/?p=1301#comment-73 At a high level, the idea of presenting multiple “views” of the world, each of which presumably has a different advantage, is interesting (even with visuals, think “the view while wearing the ring in the lord of the rings movies”).

But, you need to be much more specific about (a) what these would be and (b) what the game is! Both are omitted above. The player wakes up and needs to explore … why? What are they doing? What is their goal? Answer the “why” question, and that can help you figure out what the different abilities are and how they interact.

You’ve only described a vague framework above: one input -> multiple outputs; when one skill is primary the others are still there faintly, etc. But, what does that mean? Can you give a concrete example of what the game would be and how you would leverage this?

]]>