Remix.run Logo
▲ itsalwaysgood 2 hours ago

"Soul" means something has a story to tell. It was created for a purpose, it was useful, it may be near its end. There are very clear and obvious dimensions to it that help to immerse you into the game. Details to pick up on, some obvious and some not so obvious.

The opposite, where everything is very clearly manicured, created, is so far from reality that the immersion is more difficult to achieve, or is quickly lost. You never stray far from the fact that you're playing a city game with very rigid rules.

I think this is what the author means by "Soul": objects with details to show something lived, was paid attention to, has story, depth, and scars to prove it.

▲matheusmoreira 2 hours ago | parent [-]

> "Soul" means something has a story to tell.

That's not soul, that's just... History. Of neglect.

Detail is fine, but deliberately adding disrepair and actually calling it nice is something else entirely. It implies this is desirable.

Real "soul" would have been adding urban decay as a gameplay mechanic. Players would be stretched thin trying to keep up and some areas would naturally decay as a result. That's the realistic city story: I had limited time and resources, and couldn't afford to care about every part of the city, so the neglected ones decayed.

This is the real story, the realistic one. Adding decay just because you like the aesthetic of it is something else. It's like adding CRT filters to modern games.

▲itsalwaysgood an hour ago | parent | next [-]

However you want to label it: you don't get a sense that anything living ever touched the little pixels you're moving around on the screen. There is no 'emotional tug' to help immerse you into the game.

I do like your gameplay mechanic idea, but others may not. A quick filter may not add "soul" for you, but it might for others. It's about emotions and immersion, but it's all obviously illusion.

▲ an hour ago | parent | prev [-]
[deleted]