Panel
Kelly Tran - Co-founder and Game Designer at Evolved Play. Previously, Game Design Professor researching games and players at High Point University. PhD in learning and tech. Solo Twitch - Group Twitch - Website
Ian Schreiber - Senior Game Designer at Oxide Games. Previously Assistant Professor Rochester Institute of Technology.
Xelnath - Game Designer World of Warcraft, League of Legends, Ori and the Will of the Wisps, Snackpass. Founder Game Design Skill.
Brandon Dolinski - Level Designer Eidos Montreal. Previously Mass Effect Andromeda and Dragon Age.
Brian Shurtleff - Game Designer at 1st Playable Productions.
Julian Gosiengfiao - Design Director at SYBO
Josh Foreman - Senior Level Design at Mythical Games. Previously, Moon Studios, ArenaNet.
Christopher Ory - Lead Designer Rec Room. Previously PerBlue, Ignited Artists, EA Maxis, The Playforge.
Mohamed Abdel Khalik - Head of Game Design Relations at Machinations. Previously, Consultant at Mezan Studios.
Notes
Water resistance means heavier character. This creates a mechanic that feels sluggish compared to having the character on land. This is important for affordance but detracts from gameplay.
Characters can sometimes be portrayed as lighter such as Mario who is more bouncy in water. This aligns with the artstyle and also provides the right affordance while supporting the gameplay.
Water is used to teach the player other abilities and can make the player feel bad on purpose so as to provide an upgrade.
Zora’s Mask in Zelda: Majora’s Mask allows for fluid swimming.
This provides the player with a “feel good” moment.
Water is used to gate the player from certain areas.
Player is used to playing on a 2D plane in 3D planes.
A lot of space but much more slower - changes perception
From a production point of view, water levels can be considered one off weird levels and accordingly don’t get the polish from the development team.
Uncanny Valley
Same Gameplay but different but not much different
Guild Wars 2 aimed to make the whole game work underwater and respect conceptual difference of overwater and underwater
People still don’t prefer it even if it was polished
Z Axis on keyboard and mouse - fingers have to be spaghetti to account for that.
Handicapped in input methodology and have to compromise other mechanic to accommodate.
Underwater as a theme instead of mechanic modality.
If players feel like I’m losing if I’m in the water without gaining anything then it’s negative.
Timer mechanics creates uneasiness.
Heavy controls, screen flashing, faster sound going against you to your goal to get out of the water which is very stressful.