And some of the biggest changes are to
the flow state of the game — the fact that players can now knee slide across the ground into cover, or vault seamlessly over obstacles.
Not exact matches
It's here where this obsession with achieving «
flow state» rears itself, almost unconsciously, even in the more progressively - minded
of our broader
game development culture.
The diagram above describes these
game modes and transitions; this is the basic
flow of JRPG gameplay and is what we'll create our
game states from.
A large part
of good
game design is ensuring that poor controls or confusing levels don't obstruct this
flow state.
VVVVVV is all about a
state of flow, learning the lines
of a script, like a boss fight that spans an entire
game universe.
The
game's minimalist approach to interactivity makes it relatively easy to pivot this focus towards
flow and forward momentum, but it may not be so easy with something that involves more in the way
of puzzles, combat and fail
states.