The cave is a special place in most games - it's sort of become a character of it's own. I love that - the mystery, the unknown - the risk versus reward.
In Zelda, the cave was a black square where you found your sword that kicked off an epic quest. From that point forward, every cave became a point of interest - every dungeon became the means to an end. In Diablo, the "cave" was the antagonist itself. Conquer that cave, and you win.
In LoK, I want caves to be special - deadly, mysterious, sometimes hidden, but always alluring.
In Zelda, the cave was a black square where you found your sword that kicked off an epic quest. From that point forward, every cave became a point of interest - every dungeon became the means to an end. In Diablo, the "cave" was the antagonist itself. Conquer that cave, and you win.
In LoK, I want caves to be special - deadly, mysterious, sometimes hidden, but always alluring.
Look out around that corner, gurl... |
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