![]() ![]() Doesn’t matter, still works and could have been a conscious choice. Like, I love how it’s always night on Melee Island, but I am pretty sure it might have just been the case of “we could not fit a day and night cycle onto five floppy discs, so we were stuck with just the night”. I’m sure that some of the stuff I get excited about was merely an accident or a necessity. And how it inspired a certain design philosophy that Witchfire is another example of.ĭisclaimer: Below, I talk about the elements of the Monkey Island’s opening as if they were all consciously planned by the ultra-smart, all-seeing, all-understanding designers. ![]() But, interestingly enough, it was the first time I noticed how perfect the structure of the opening segment was. It was, what, my fifth? sixth? playthrough, and I loved it nearly as much as I did in 1990. I have just replayed it, getting ready for Return to Monkey Island. And that game is Secret of the Monkey Island. Like I also never did with Gears of War, and that game has a perfect opening segment worth studying in game design schools.īut there is one more game that nailed the first minutes. Well, I did mention the first Bioshock, but I did not dedicate an entire post to it. Looking at these posts, I realized that I mostly focused on things that were problematic, and I never wrote about a game opening that, to me, was 100% great. ![]() Other games I have analyzed were The Last of Us (too good), Alien: Isolation (bad but loved by many), Beyond: Two Souls (player-protagonist sync issue), and Metro: Last Light (diorama versus the player). For example, I criticized Bioshock Infinite for they way it opens, while expressing my love for the first minutes of the first game. One of the subjects I wrote about way more often that I remembered was game openings. Years ago, when making The Vanishing of Ethan Carter, I wrote about game design, using both AAA and indie games as examples. ![]()
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