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2⃣ Mechanics Over Story in VR Games VR gamedesign prioritizes motion controls, physics, and realism , often at the expense of narrative. Unlike traditional games, where cutscenes or dialogue drive the story, VR relies more on player interaction , making storytelling a challenge.
Not a new idea, of course…Quests had existed in the earlier MUDs predating the whole LP/Diku/Tiny ecosystem… they were in fact implicit in the scavenger hunt model that went all the back to gathering items to put in a display case in Zork; and present in the design of MUD2 (it had eight of them by 1991, and you had to solve some to become a wizard).
Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, gamedesign and development, and directors working with virtual cameras. What Is Unity Cinemachine?
In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general gamedesign and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core gamedesign wanted to hit.
Within broader gamedesign culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. Or at least, that's how I justify my laziness with encounter scripting. After the complex scripting nightmare of my wave-based map Tell Me It's Raining , I don't even like configuring doors anymore.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge.
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