Unity: Updated Terms of Service and commitment to being an open platform
blogs.unity3d.com/2019/01/16/u

This is the first thing I share in this whole Improbable / Unity drama and the first thing I'm genuinely happy to be able to share!

@jakob That's my impression as well, but that doesn't make me like it any more. And I expect it still varies a lot within Europe and within the North America, from one company to another.

It made me uncomfortable listening to, but things like this might be just business as usual in large parts of AAA game industry, I don't know.

Glen's anecdote though, on how the team couldn't make the "drag tentacle" work out while he was away, and how he solved it via the innovative approach of breaking tasks into smaller tasks... Team setup to not talk too much with each other or try to solve problems on their own...?

RT @tha_rami@twitter.com

Really loved this interview with @GlenSchofield@twitter.com about Dead Space, especially how they found the most disquietingly awful sound: the San Francisco BART trams - the scene in the game that spooked you with just that noise was genuinely terrifying. youtube.com/watch?v=BQ3iqq49Ew

🐦🔗: twitter.com/tha_rami/status/10

Hi @HastilyAssemble@twitter.com! Your game @TracyLaserVR@twitter.com seems to use a locomotion method very similar to @eyeofthetemple@twitter.com. I'd suggest you get @LIV@twitter.com integrated and get some mixed reality footage - it's such a good way to show this off!

I want to highlight this thread which discusses blame, cause and effect, shifts in perspective. and what's considered free versus bound variables when contemplating how the world ought to be changed.

RT @flyingcarpentry@twitter.com

@tha_rami@twitter.com I think there's a fair bit of daylight between someone trying to justify their own amoral choices and someone else trying to identify systemic choices made in the name of profit that incentivizes the former.

🐦🔗: twitter.com/flyingcarpentry/st

@zarfeblong I’m confused. :) Why does a third-person camera make a game less of a metroidvania than a (nearly) first-person camera? When both 2d and 3d games can be metroidvania, it doesn’t seem like angle is a defining trait.

Takeaway already on day 1 of : If there's a bug, it's probably there for good. Unlikely to have time to fix it before the format has already moved on to the next game. ¯\_(ツ)_/¯ Curse or blessing?

RT @tha_rami@twitter.com

@runevision@twitter.com @ArcaneRoboBrain@twitter.com @takorii@twitter.com It seems that is a somewhat current occasion, looking into it this morning

🐦🔗: twitter.com/tha_rami/status/10

One might not think of Ico as a game where you unlock new abilities, but you do unlock a few "things": Globally turning on fire in various braziers in the castle allows burning down a wooden barrier. Getting a sword allows cutting a rope. And of course opening the grand gate.

The image in the previous tweet is an overview map someone made of the game (from the Ico wiki) where I drew red lines onto indicating roughly how you traverse the game.

The game Ico has an interconnected world (castle) where you revisit certain places many times throughout the game, being able to do something new each time. Yet it's not referred to as a metroidvania, and it's certainly not "open world". What's a good term for games like this?

So much happened with the level design in Eye of the Temple in 2018. From fun but mostly samey to areas with much greater variety and verticality. Here's a diagram of most of the platforms in the game and how they connect the different areas.

Good things though: It's a game that made me reflect a lot on these kinds of things, which is always good as a game developer. And I did have a great deal of fun in the individual stages after all.

As a closing thought experiment, imagine what a Breath of the Wild open world treatment of Mario would look like. Certainly a completely different direction from what Nintendo has been been doing with Mario. No idea what it'd look like, but I find it intriguing to think about.

Overall, Odyssey strongly focused on novelty over cohesion. For many, Odyssey was a welcome return to what they loved about Super Mario 64 but for me it failed to have most of the elements I cherished about that game.

Further comparing, the stars in SM64 were much fewer and getting one would take you back to the hub, giving a distinct feeling of having completed (a version of) the stage. In Odyssey the moons are so plentiful (and don't take you back) that it feels like a collectathon.

Instead, Odyssey is just an almost-linear list of stages, like in the original Super Mario, and the complete lack of cohesion in art style further makes it feel disjointed. Cut-scenes with the Earth notwithstanding, I didn't feel like I was exploring a world at all.

One game I had some fun with in 2018 but was disappointing exploration-wise was Super Mario Odyssey. For some reason it discarded the concept of having any kind of hub-world, whether the maps in the old 2D games or the 3D castle connecting everything in Super Mario 64.

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