The Stanley Parable
https://store.steampowered.com/app/1703340/The_Stanley_Parable_Ultra_Deluxe/
This game is influential and is one of the best examples of
a walking simulator. As a walking
simulator, the mechanics are limited to looking around and moving, with the
occasional jump or interaction button. With these simple controls, it allows a
lot of freedom in designing unique controllers, and said controllers can make
the mechanics feel more interesting. Some controllers, like the Bucket, are
references to the game, while others were focused on mechanics.
Questions: Would this controller make the game more
mechanically interesting for people who would not normally play a walking
simulator? How would this controller affect your ability to focus on the game’s
narrative.
Crypt of the NecroDancer https://store.steampowered.com/app/247080/Crypt_of_the_NecroDancer/
This game is a rhythm game, which requires you to put in all your inputs on
beat. This could be fun when mixed in tandem with some real-life things that
require rhythm, like drumming your hands or nodding your head to the music. All
inputs are mapped to four directions, or some combination of them. You move in
the four cardinal directions, place bombs, and attack enemies, all with four
buttons. The mechanics might feel more natural when using something physically
instead of needing to tap a keyboard or controller. Simple controls and having
to keep rhythm with a controller inspired many of the ideas.
Questions: Are there ways to make keeping rhythm with a
controller more natural or satisfying? How would the game’s difficulty be
affected by this controller?
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