Not Thinking With Portals - What are my game design principals?
This post is included for posterity. It was originally posted in my now-defunct Discord server. I have learned that as much as physics-driven / single mechanic-driven games sound fun and elegant to make, the game mechanic alone is not interesting for me to grind out a game. In the case of the Portal series, for example, the compelling narrative carried me through. In the spirit of making a game I want to play, I am taking the time to reflect on principles that make a game fun for me. Time is valuable 2 steps forward, 1 step back; Short term gains can be lost, long term progress / impact should be everlasting in some form. Short term loss can make the gains more meaningful by ensuring that they were not gained by chance. Doing something right consistently is rewarding instead of just relieving to get through the first time. For this reason, checkpoints should not be too often or insuring. Your strengths influence what you can do, but what you do should also influence your strengths. Cha...