pinback wrote:Let me ask now for the THIRD time, how do you want it to be "introduced" other than "PUTTING IT IN THE FUCKING GAME"?
Whoa, at first I didn't think you were wholly ignorant of the process of game design, but now that I can plainly see that you are, I will comment!
Whether anyone wants to admit it or not, Braid takes the conventions of the side scroller, and twists them to create puzzles. Up until world 4 it does this fairly well, only completely and totally failing by breaking mimesis when a piece puzzle (that has its own interface) is used in the rest of the game world, to get more puzzle pieces.
With that in mind, the true talent of the game designer (which is different than the guy's obvious talents as a game programmer and so forth) are in getting the player to accept bite-size chunks of new shit, all leading to "something."
How was the green x-button immunity stuff handled? Very well! You quickly know that the RULES HAVE CHANGED! ooOOOoOoOo! And it's a nice and satisfying mental breakthrough to have.
Christ! It's a short game which makes its living on "introducing things" by "putting them into the game".
Sure, sure. But how it handles a few introduced things stops it from being a classic that people will talk about 20 years from now.
Yes, I thought it was okay. Do you know why? Cuz I said, "ah, ha, I get it, cute" and then moved on, rather than "OMG FUCK TIHS SHIT, that's not fair and they never do it again!! GAME DESIGN OMG??"
Okay, but please understand that some of us are playing these things on a higher level.