“Tests of Skill”
exploration, discovery, and surprise
tests of skill -> endow a world with texture.
cyan cards like this one (but not this one) are quotes or paraphrases from sylvie
Knytt; too easy -> no texture, not memorable
“Knytt has a lot of funny creatures and unique environments, but [the world feels flat to me because] it offers no real resistance to going wherever you want.”
“the experience of exploring that world didn’t really stick in my memory.”
are they a good solution to adding texture? are they the ‴right‴ solution? this bothers me -- that i’m asking this question at all bothers me.
basically i want to ask, why add a test of skill instead of even considering a different solution?
for now i think it’s worth claiming that even if this is a problem with Knytt, adding texture via tests of skill is not necessarily a good solution, there are other ways to add texture.
tests of skill -> natural to the language of platformers
i’m not claiming that one must only execute good solutions, i’m not defining what good is, and i’m not saying that this isn’t a good solution -- but sylvie does not even make a claim or present an argument that tests of skill are a good solution. so we know it is a possible solution & nothing else
i totally vibe with this yeah
when writing a story with characters the natural things to do are like... hey what if character did thing X, or if thing Y happened to them, or drama, etc
with a platformer it’s a whole different language with different natural developments.
this basically corresponds to droqen’s reason (2). You don’t necessarily need tests of skill to access this design space.
Sylvie Lime
when I start drawing out a platformer world, I fill it with tests of skill almost reflexively, without thinking
tests of skill mark certain areas as more dangerous or less dangerous, as places to remember and come back to, as mysterious and forbidding
Since tests of skill are often interesting to me, I don’t agree that tests of skill are a BAD Way to access this design space
This feels like it corresponds to droqen’s reason (3)
this is alright -- in terms of the way the work unfolds, i think it goes like this:
Funeral Song for the Elemental Lords
1. you make a platformer
2. when you have a platformer, you make levels, and the levels contain challenge, which produces texture
3. you become aware of the texture and use this texture to create a textured world.
when sylvie writes ”tests of skill mark certain areas as more dangerous or less dangerous″ this is not the reasoning behind adding tests of skill; it is an analytical reflection upon the whole work and the place that tests of skill reside in it