Daniel Moore

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The question is, once you’ve introduced shortcuts, how do you get players to stop using them of their own accord? I wanted players to realize that Spelunky was designed to be played from beginning to end in one sitting, like an arcade game, but I didn’t want to say it explicitly in a text message, since that would rob them of the satisfaction of realizing it themselves. My solution was in two parts. The first was already built into the basic design. How do you convince a kid to take training wheels off her bike? Simple: You don’t need to, because bikes can be ridden faster and with more ...more
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Daniel Moore
The second part of my solution was added deliberately. Recalling Miyamoto’s saying that “a good idea solves many problems,” I developed something that not only obliterates the long-term usefulness of shortcuts, but also serves as Spelunky’s biggest secret. I call it “The Chain.”
Spelunky (Boss Fight Books Book 11)
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