tag:blogger.com,1999:blog-3336810433975037131.post5288299580822434252..comments2014-07-09T17:30:03.009-04:00Comments on Jon Manatee: A Perfect Game?Jon Moorehttp://www.blogger.com/profile/06308885674866721272noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3336810433975037131.post-63146278258819323062010-12-21T20:55:04.733-05:002010-12-21T20:55:04.733-05:00@Dillon It's not that I don't think the qu...@Dillon It's not that I don't think the quality of those aspects isn't important, it's that there's very little "fat" in the game design- features that either didn't belong or didn't get the attention they needed, and part of that is that no feature is orphaned from the other parts of the game. Take for example the puzzles that the player constructs. The imagery is beautiful as art, but at points they even tie back into the puzzles as a mechanic. It's those types of connections that show that a feature is not just polished, but meaningful as well. If the game elements were bits of crap, then they would not be able to contribute to the other parts of the game because they've already failed to be effective.Jon Moorehttps://www.blogger.com/profile/06308885674866721272noreply@blogger.comtag:blogger.com,1999:blog-3336810433975037131.post-29652677017186593392010-12-21T10:17:25.082-05:002010-12-21T10:17:25.082-05:00I have to agree with you here Mr. Manatee. Howeve...I have to agree with you here Mr. Manatee. However, the reason for Braid being so 'perfect' is not entirely completeness or that it was finished, but rather that each individual part was so well executed and polished. Yes, the concepts and mechanics really fit well together, but if they were all a bit crap, the game would not be as good. The mechanics and level design in Braid have a level of polish and attention to detail that is only occasionally seen.Anonymoushttps://www.blogger.com/profile/11993233756861574456noreply@blogger.com