N?na, Ha?e F?aith and the power of certain things.

The power of time limits:
When I limit myself to making a game in a short time, shit gets done. I would assume a similar principle applies to most people — especially those who practice procrastination. If the time limit gets too long, however, procrastination kicks back in. I think that as you become less reliant on procrastination and become more organized, you can handle longer deadlines (a week or two is perfect for me, which isn’t ideal). Certain people seem able to focus on a single project for years. I’m not one of those people. (As the time limit shortens, an entirely separate skill sets in — speed in productivity?)

The power of unclarity:
That’s definitely a real word. The ‘language’ of N?H?F? (official acronym?) arose from my indecision on something that barely even made it into the game: what would I call N?na’s “home dimension”? The other two were ‘Ene’ and ‘Alus’ (blue and red, ‘good’ and ‘bad’, respectively). I thought ‘Sol’ was a great name, but it was… the name of our sun. Great. So I whipped up a crazy-looking character since I didn’t really like Zol or Bol or anything I could think of. Make the first letter indistinct, and you don’t have to worry about the exact name!
From there, I made a font and just replaced whatever letter I felt like with alternate characters. Sometimes it was just because I couldn’t make the real character look good! I added a handful of random characters (mapped to 0-9) and then set up some very, very loose rules in my mind. Thus, the unclear text of N?H?F? was born. I liked the lack of clarity because it meant I could say things that didn’t quite make sense. It’s not english or any real language, so who cares how correct I am? If someone reads something else, they might still get the gist of what I meant to say. If they get something that makes no sense (even if it’s what I was thinking of originally!) then it can be dismissed (usually) as bad ‘translation’.

When information is not transmitted clearly and precisely (I think this is a very important part of “show, don’t tell”), the viewer/user/player has a chance to interpret things themselves. This, um, ‘unclarity’ becomes a vehicle for imagination — within bounds. If I need to make something clear, I do — but otherwise it’s allowed to be fuzzy and left to interpretation.

Fun!

The power of… playing the game:
Click! (game link coming back soon!)

~

I think that’s it. Droqen out.

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About Droqen

Droqen is a game designer/developer/creator/etc. from Toronto, Ontario. View all posts by Droqen

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