Reflecting on Design: Chapter 3

In Chapter 3 of Artful Design, I thought about how the text, specifically its principles, apply to the medium of video games. Last week I had the pleasure of playing 2 games, a free, but tastefully made horror game named "How Fish Is Made", and a deep/satisfying roguelike called "Caves of Qud". I fell in love with both of these games for many of the reasons Ge mentions in Chapter 3. The fish in "How Fish Is Made" sploshed, they didn't flop, nor did they slide, each one of their movements evoked a unique 8-bit sound (from what felt like a very large set of sounds) and was accompanied with visuals of water splashing and the fish flipping and contorting their body, landing on a completely new axis. I knew I was playing a video game, but the writing was so good and full of personality I may as well have been reading a book or watching a visual novel. The lack of any UI didn't retract from the game and in fact pulled me further in, readable visual cues replaced text meant to give its players directions. Caves of Qud took a very different approach to many of the things just mentioned. Character creation was more than 7 screens full of text and information. Each page was independent from the previous one, in the sense that none of the systems and mechanisms on those pages relied on each other although they were undoubtedly related. I could choose to be a watervine farmer and have a beak that would help me pick my vines. Or I could have a proboscis, a bill, a rostrum, or a frill. I haven’t even gotten to the non-beak physical modifications one can make to their character, but the level of detail and care adds a peculiar personality to the game. Despite all this, its extreme depth, Caves of Qud gets as close to an ASCII game as it can get without losing out on a larger player-base. All its depth is contained in extremely simple pixel art, with fabricated scanlines to give players a sense of age and a sense of history, paying homage to the hardware and software of the past. The game’s UI is full of information yet it’s not overwhelming, skillfully designed to feel simple and intuitive. I was able to interpret principles 3.2, 3.3, 3.4, 3.5, 3.7, 3.11, 3.12, and 3.16 through my experiences in both games. I learned that while these principles are fundamental, how one implements them is not so fixed, even if looking within one medium.