DECONSTRUCTING: Interconnected core design in ADOM and Rocket League, part 2 of 2
Here's the second part of my two piece interconnected design article. Without further ado, let's dive right into the business.
CASE ROCKET LEAGUE
The
more I’ve thought about Rocket League’s
design, the more I’ve started to think, that it is simply a design masterpiece. I personally think huge
part of the reason for this lies, like the title suggests, in the interconnections: it’s a sum of many different core design features, that ALL
compliment, one way or another, the end result and some or all the other features.
But Rocket League is a bit more
complicated in its interconnections than ADOM
(part 1 of this article duo), though
the principle is still the same. Rocket
League is just more like a spider’s web, where the end result (the actual
game) is the spider feeling all the threads in its legs. It is unbelievably
well balanced in this sense, how all the elements live together in a complex
beautiful harmony, helping each other to reach out their full potential.
And just like in spider’s web, in Rocket League’s case the features aren’t as strictly dependent of each other
as in ADOM’s case – remove one
thread and the game would probably still work, although depending of a feature,
more or less likely not as well as it could, if the “web” would be whole.