
game dev and Smash player 1/2 of @ghosthanddev
Joined January 2011
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Linearity from a player perspective and linearity from a designer perspective mean really different things
This is an early prototype of Ghost Hand's map and a few things about it as they related to linearity
In Ghost Hand's case, there are cases of "fake" and "true" freedom, in the sense that some tricks are used to make you feel like the whole world is open to you when it isn't always, as well as some tricks that give you functionally equivalent progression choices
These perimeter-hugging projectiles turned out to be one of the biggest pains in my ass to get working correctly and covering all the corner cases
When it comes to being good at something, I think insight is the better subject than just raw intellect
To me, insight isn't just comprehending information, but framing information in a way that lets a person identify things about something that reliably predict outcomes
This all said, insight is rare. Accurate insight at least. The ultimate test of good insight is whether it predicts an outcome
I don't like combat systems that are really acrobatic and showy. They're fun to look at, but MvC2-style air combos come at the steep cost of control since you usually have to tightly control & limit a lot of things to make that kind of combat work
I experimented with a system like this in Ghost Hand to see if I liked how it felt
Imo simple is best. Really dramatic combat just doesn't feel good to me

