(10-11-2011, 06:18 PM)Thomas Wrote: For me Dear Esther's gameplay is what you make up in your head as you go along. I really liked, but it is not where we are going with our next game.
But you can do that with any storytelling medium, not just games. You don't interact with the world of DE in any meaningful way.
An example of how contemplating story can become part of gameplay can be found in Justine, where you need to think about Justine's character and predict which slides she wants you to put in the slots to free the priest. Without the puzzle, the story is just a regular narrated monologue that could be found in other media, like literature and film.
(10-11-2011, 06:18 PM)Thomas Wrote: The problem with removing puzzles is that the game might spoon-feed the player through out the experience. This is something we are aware of and will try to avoid. What we want is to demand something from the player and to replace puzzles with interesting interactive situations. We might actually also go with stuff that look exactly like a puzzle but ends up having mechanics that makes sure u cannot get stuck at it (ie a puzzle version of the Amnesia enemies).
Now THAT is what I want to hear. Just vaguely stating that you're going to try to remove puzzles set me off a little.