Sunday, February 28, 2016

DECONSTRUCTING #004: Interconnected core design in ADOM and Rocket League, PART 2 of 2

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.