(03-27-2013, 05:47 PM)wubwub Wrote: but game no just puzzle, game must story and feel
Yes, but game also no just story. A good game is a combination of all the best of story, puzzles, good feeling, and much more...
Every single thing must be the best of possible.
So, when we're talking about puzzles, it should be very thoughtful and not only pick up an object and place it into a slot. That's even not worth to be called a "puzzle". That's easy boring and will not make you stuck and thinking about what to do next - what we call "feeling" here to influence the whole experience.
The "flow" of a game has to get broken many time. That you don't know what to do next and search for missing secrets in the environment to bring you forward. Make your own thoughts - that's immersion! And the same as feeling.
And I think, Thomas changed his design type too much after the popularity of Penumbra and the success of Amnesia. I think, he played too many other games and get inspired by too many other media. Instead to stay faithful with his unique own work.
We are here, because we are huge fans of Penumbra and Amnesia. So, it would be no good idea to make the next game more different.