On locking content/areas from players, rewarding explorers.

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What's less immediately apparent is the Dark Souls influence. Playing that game was an extremely formative experience for me as a game designer, and has caused me to rethink everything. I've learned some things that aren't supposed to be okay really are okay. For example: Putting a large, stunning, noteworthy portion of the map behind the most unlikely illusionary wall.


http://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope

Last edited by pakoito; 07/08/13 03:23 AM.