a little bit of this and a little bit of puzzles being a gamey mechanic that best fits the tone of a lot of indie games. If you're making a slice of life game about a blind girl and her cat with a storybook bent, action mechanics are going to be the last thing from your mind from the jump.Puzzles generally do not include enemies to animate and combat to balance and finetune.
That actually perfect sense. I suppose if you don't have the budget or manpower to do all the complex stuff, puzzles are where it's at.I think this has more truth to it than most here are going to be willing to admit. Nothing wrong at all with puzzles, but when you've got no AI, no collision detection, no complex models to build and animate, and so on, well, that certainly makes it a little easier to get the game done, doesn't it?
The vast majority of ID@Xbox titles I've played on my Xbox One have been puzzled-focused. Off the top of my head, recent ones I've played include The Swapper, Unmechanical, and Unravel.Be more specific if u could, what indie games are puzzle heavy?
Puzzles generally do not include enemies to animate and combat to balance and finetune.
I think this has more truth to it than most here are going to be willing to admit. Nothing wrong at all with puzzles, but when you've got no AI, no collision detection, no complex models to build and animate, and so on, well, that certainly makes it a little easier to get the game done, doesn't it?
The general public is playing casual games.
The IQ average is higher in general public than among indie-haters.
Only if you put no care into it? Like, Jonathan Blow took years to fine-tune the puzzles in The Witness, and some of them do in fact have some pretty advanced algorithms behind them.
Good job.You sound puzzled.
Not really. It's a skill, just like any other video game skill. A lot of skill in solving puzzles comes from other games with puzzles, not real world knowledge.
Maybe I don't get the reference, but have you used this MASSIVE picture in the wrong context?
lol "real world knowledge." You mean rote memorization? Puzzle solving in the context you assuredly are talking about demonstrates plenty of "real world" skills, like pattern recognition and shape identification, of which many larger real world problems provide. Brightness is hardly a function of pure, memorized knowledge and is more accurately tested by application of concepts.
there's a reason certain genres like fighters and DMC like character action games are extremely rare in indies, the barrier for entry to make great games in those genres is a lot higher than it is for the more "passive" genres like RPGs and light platform puzzlers. The devs who want to make games with more puzzles are able to do it, the devs who want to make a gameplay system as deep as say Metal Gear Rising......good fucking luck.