I played a lot of Myst when I was younger. It was one of the first games I tackled alone, which of course means that the experience stuck with me. After you get past the fact that the game brilliantly used high rez still-renders to make one of the prettiest games anyone had ever seen in that era, there's still a ton to be admired about the level design.
It was one of the most tightly crafted game worlds I've played to-date and made such excellent use of points-of-interest. In a game essentially void of physical characters, the puzzles and the island as a whole, became the characters.
Now with Legend of Kilflame, it's obviously a very different time and genre. But sometimes I make a level and realize I haven't give it the "Myst" treatment. For this coastal level I was itching to create a spot that felt special - a spot that was memorable, and not just a beach.
It was one of the most tightly crafted game worlds I've played to-date and made such excellent use of points-of-interest. In a game essentially void of physical characters, the puzzles and the island as a whole, became the characters.
Now with Legend of Kilflame, it's obviously a very different time and genre. But sometimes I make a level and realize I haven't give it the "Myst" treatment. For this coastal level I was itching to create a spot that felt special - a spot that was memorable, and not just a beach.
Water/tide effects are off here..., but you get the idea. |
0 Comments