Seth S. Scott

@perfecthatgames.com

🏀🌵🎹🎨🏃🏻‍♂️🍑🎲🧩🏈 i’m seth, i make games and art, thanks for being here www.sethsscott.com

📈🚀📈🚀📈🚀📈🚀 Hey come check out some experimental clicker / idle / incremental games! 👇📈👇📈👇📈👇📈👇 For their final projects in my 'economics for game designers' class at @nyugamecenter.bsky.social, students made some awesome incremental games, so I wanted to do a thread sharing their work! 🧵⤵️ 1/~15

"Videogames may often overwhelm and titillate our senses, but relaxation comes instead from withdrawal and placidity. To relax through a game requires abandoning the value of leaning forward and focusing on how games can also allow players to achieve satisfaction by leaning back"

Ian Bogost@ibogost.com · 2mo ago

Sorry for posting, but, Nintendo games—on the rare occasions when Nintendo, a video-game company, deigns to make them—seem almost satirically infantile, as if the entire Nintendo project has now moved well beyond mere nostalgia into elaborate, pathological psychological regression.

new level design theory: "horizontality", kinda like "verticality", how the scale / wideness / density / footprint of the level affects player movement... the further away your camera, the more horizontality you likely need to accommodate camera clipping + faster player movement + claustrophobia

from GDC 2002: Realistic Level Design for Max Payne https://web.archive.org/web/20081120042912/http://www.gamasutra.com/features/20020508/maatta_02.htmmario odyssey has wide open levels with less density, and the camera is pretty zoomed out

fwiw if you can go in blind to Crimson Desert I wholeheartedly recommend—-for some reason recently i’ve been eyeing it but avoiding ALL coverage. I had expectations but it’s the most i’ve felt awed by a game since 2017 & BoTW—which is one of the most memorable opening 10 hours of a game ever.

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