thomasmahler@thomasmahler
The best GDC Talk I've seen that was extremely entertaining was the one that Nintendo did about Donkey Kong Bananza.
It was all about how they came up with the Voxelized World concept for Bananza and it nicely showed how Nintendo thinks about introducing features.
Instead of just doing things because they're kinda cool, they're looking at it in a somewhat technical way that all leads back to levels of interactivity, which I love cause that's also how I've always been thinking about this stuff.
They showed early examples where they explored what the possibilities of interactivity would be if the whole world would be made out of voxels. Which obviously starts with the player being able to destroy the world. But then they also used it for puzzles, like DK being able to rip a piece of the world out of the ground and then throw that against a wall to create new platforms and then they even created voxelized NPCs that could change their form to direct the player into the right direction, etc.
It just shows how often Nintendo made mistakes and learned from them - e.g. the 'Spinner' in Twilight Princess, while cool, was a fairly self-contained item that barely had any use outside of the dungeon it was featured in.
For Ori, the rule for every new feature that was pitched was that we'd only commit to developing it if we could easily think of at least 10 ways of using that feature with the added condition on top that it should ideally span multiple disciplines.
Let's take 'Bash' as an example: Bash is a slingshot mechanic that James Benson first concepted in an animation - It was basically little Ori slingshotting himself off an enemy.
That was the main feature and its main use in combat. But then we had to make it work for other things, so we hung little spirit lanterns throughout the world in order to allow the player to slingshot not just on enemies, but throughout the world as well so that it'd get even more use as a platforming tool.
And in order to make it work for puzzles, we allowed players to even bash off projectiles in order to then redirect projectiles towards e.g. breakable doors.
I think it's incredibly important for designers to always think holistically. I still believe that one could potentially come up with a 'formula of fun' simply by looking at a games core pillars and its feature set and then looking at how interconnected everything is.
That's one of the reasons why I'm so often warning against just making big worlds for the sake of having a big world: If this big world is then lacking of opportunities of interactivity, you're actively working against the formula of fun.
Always think of opportunities of interactivity: If you're introducing a simple 'rock' prop into your game... don't just add it, but think of what the player could actually do with it. Maybe the player could pick it up to find something underneath? Maybe the player could then throw the rock at enemies. Maybe the player could use the rock as a weight to solve puzzles? Maybe the player could store the rock in their inventory and then use it for crafting?
Games are an interactive medium and 'fun' very often is very much defined by how many interesting ways you found for the player to interact with your world.