The Careful Design of Cave Story
soldierfromthesurface.com
soldierfromthesurface.com
I started with Cave Story because it was my introduction to indie games, and I played it at a time where my computer was too slow to run anything else. The game itself was made by a single person, and is incredibly well designed for a passion project that was released as freeware. I think it's a great example of the careful, intentional design in video games.
I'd love to hear any feedback, good or bad, on the content, on my writing, what you'd like to see, or even just the site design in general.
I think one easy improvement could be putting some headers throughout, so the reader has a better sense of the outline, structure, and flow of your argument. Personally, I'd also love to see more comparisons across games: like, why does Cave Story matter in the context of the other games of its time (or even games that have come before)?
You bring up really great points! The first, regarding the use of headers, was something that I did think of, but decided against. One problem I had with the usage of headers was the fact that I felt it's too sharp of a context switch while you read the article. While it does allow for newcomers to quickly glance over the content, I felt that it would be better to prioritize the reader that already took the time to read. I tried to make the concept to concept flow as clean as possible. Instead of headers, I wanted to use the images as a way to naturally delimit the content as you read, without breaking your attention.
I'm definitely not sure that what I chose to do is the best way forward! This is actually the first piece of writing I've really released or had anyone other than myself read.
Regarding the second, it was definitely brought up to me it would be interesting to bring more detailed comparisons into the mix! I did a little bit of it with the mention of rogue likes and the Supergiant games. One thing I'm still working on is balancing the content so that it doesn't detract too much from the Cave Story - at the end of the day, the article was meant to be a tribute to the hard work put into the game by its creator, and the amazing qualities of video games.
This was very hastily typed up (I'm actually traveling at the moment), so hopefully my intentions and logic behind the writing makes sense! I definitely plan on thinking more about the points you've brought up to incorporate into my writing in the future, so thank you SO MUCH for the honest feedback!
I've subscribed to your RSS as I've been on a real game design binge at the moment, with YT channels like Game Maker's Toolkit [1] and game array [2]
[1] https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw
[2] https://www.youtube.com/channel/UCIr5cIzrkBIOwMCxJVJOx7Q/fea...
Ths said, are you going to write any more articles any time soon? Because I checked your site, and while I saw another one related to Super Meat Boy, it seemed like those were the only two game design articles you'd written (or articles on the site, period).
That's a shame really, since decent stuff about game design is pretty hard to find online, especially given how some of the people whose sites I used to follow have stopped writing recently.
So keep writing. Your work is more interesting than anything I've seen on a mainstream gaming site in a while.
P.S. Also, if you're interested in reading more on game design, I'd suggest looking up Critical Gaming and reading Daniel Johnson's book on Wario Land 4's design. That's a pretty interesting read in itself.
Thanks so much for the support! You really have no idea how much that means to me... And awesome, I will definitely check those out - I've definitely been looking for more reading as well. Thanks for the suggestions!
I may have to do this.
http://www.doublefine.com/news/comments/watch_the_day_of_the...
...and even Full Throttle:
http://www.doublefine.com/news/comments/announcing_full_thro...
For example, I'd known nothing about Full Throttle prior to this announcement, :P
It sticks very closely to the original art, though - at times looking like they've traced directly over the sprites.
(e: beaten to the punch!)