After months of procastinating and getting distracted by other games, I finally finished Quadrilateral Cowboy, it's not very long, but interesting and complex, even if a bit trial and error.
Anyway, I found another game mode where the developer, Brendon Chung, would put in some levels a question mark that when clicked would give an insight about the particular section of the game or some other minor details scattered around, such as when there was a wall and the players had no idea they were supposed to climb it to move on, so he had to paint it differently and put a ladder to signal it, much like a teacher, what makes sense to him, doesn't automatically makes sense for the player and that's his job to make that translation. They're not very distracting, the only time they got annoying was when one of them was a room full of lasers that only stay deactivated for 3 seconds, otherwise they do their job.
That got me thinking back on bartholen's thread of a few months ago, how games could embrace extras, such as concept art, as an unlockable[footnote]http://www.escapistmagazine.com/forums/read/9.939546-How-the-hell-has-the-gaming-industry-still-not-embraced-extras-in-games[/footnote]. And made me realize a lot of video games "making of"s is a mess, some games are incredibly secretive about their development and others, while others give conflicting evidence through interviews.
I think one of the reasons we haven't done any of this yet is because development is usually negative, sure the part of the ideas and debug usually run smoothly, but some interviews of very specific games show that making a game is hell from beggining to end, from the artist having arguments to the animator, to the producer making decisions of scrap things that wasted time and effort, to the director having health and stress problems because of the game and its release. That would be crushing for people who want to get into developing games, but I'm willing to see the glass half-full and say it's not always like that and being open about it would make us appreciate more the game we already like even with trials and tribulations.
Anyway, I found another game mode where the developer, Brendon Chung, would put in some levels a question mark that when clicked would give an insight about the particular section of the game or some other minor details scattered around, such as when there was a wall and the players had no idea they were supposed to climb it to move on, so he had to paint it differently and put a ladder to signal it, much like a teacher, what makes sense to him, doesn't automatically makes sense for the player and that's his job to make that translation. They're not very distracting, the only time they got annoying was when one of them was a room full of lasers that only stay deactivated for 3 seconds, otherwise they do their job.
That got me thinking back on bartholen's thread of a few months ago, how games could embrace extras, such as concept art, as an unlockable[footnote]http://www.escapistmagazine.com/forums/read/9.939546-How-the-hell-has-the-gaming-industry-still-not-embraced-extras-in-games[/footnote]. And made me realize a lot of video games "making of"s is a mess, some games are incredibly secretive about their development and others, while others give conflicting evidence through interviews.
I think one of the reasons we haven't done any of this yet is because development is usually negative, sure the part of the ideas and debug usually run smoothly, but some interviews of very specific games show that making a game is hell from beggining to end, from the artist having arguments to the animator, to the producer making decisions of scrap things that wasted time and effort, to the director having health and stress problems because of the game and its release. That would be crushing for people who want to get into developing games, but I'm willing to see the glass half-full and say it's not always like that and being open about it would make us appreciate more the game we already like even with trials and tribulations.