{"id":7113,"date":"2022-08-27T10:05:35","date_gmt":"2022-08-27T17:05:35","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=7113"},"modified":"2022-08-27T10:05:35","modified_gmt":"2022-08-27T17:05:35","slug":"litil-divils-design-sensibility","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/7113","title":{"rendered":"Litil Divil&#8217;s Design Sensibility"},"content":{"rendered":"<p>A colleague noticed that I was playing <em>Litil Divil<\/em> &#8212; he doesn&#8217;t read this blog, but we use Discord, and my Discord account is linked to my Steam account, so he could see what I was playing that way. He remembered finding the game tremendously impressive in its day, and asked how well it holds up. I sadly had to inform him that it does not hold up well. But it&#8217;s an interesting question, because the obvious way for a 30-year-old game to age badly is in its graphics, and I really don&#8217;t feel like that&#8217;s the case here. Indie games have made pixel art fashionable again, and this game still has pretty good pixel art &#8212; I suspect a modernized version would mainly just give Mutt more frames of animation.<\/p>\n<p>But the gameplay feels positively antiquated! And I struggle to articulate exactly why. It&#8217;s big on the design philosophy of &#8220;If you liked doing it once, you&#8217;ll like doing it over and over&#8221;, but that&#8217;s never really gone away &#8212; mostly the difference is that modern games more effectively make players actually want to perform repeated actions, by exploiting the mechanisms of addiction that have been called &#8220;gamification&#8221;. <em>Litil Divil<\/em>, despite being a game, isn&#8217;t particularly gamified. In some ways it&#8217;s <em>anti-gamified<\/em>. When you fail in a mini-game, you can&#8217;t just give it another try. You have to navigate to it in the maze again first. This discourages continued play.<\/p>\n<p>I&#8217;ve been thinking of this game as having a coin-op arcade sensibility, but that&#8217;s not quite right. For one thing, unlike arcade games, it does have save points &#8212; it just makes them uncomfortably sparse. But also, by the time it came out, it was normal for coin-op games to let players insert another quarter to avoid losing progress. I guess the thing that stands out here is that it really is structured like a modern game, just without modern conveniences. I compared it to <em>Dark Souls<\/em> before. <em>Dark Souls<\/em> and <em>Litil Divil<\/em> really have a lot of their structure in common: you spend your time exploring a network of twisty passages with sparse save points, occasionally confronting special challenges (boss fights in the case of <em>Dark Souls<\/em>) that either block the path or grant special items useful elsewhere. But in <em>Dark Souls<\/em>, when you beat a boss, the game saves your progress. If you die, you get sent back to the last save point, but you&#8217;re not expected to fight the boss again. <em>Litil Divil<\/em> hasn&#8217;t caught up on that particular design innovation, and that&#8217;s a big part of what makes it frustrating.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A colleague noticed that I was playing Litil Divil &#8212; he doesn&#8217;t read this blog, but we use Discord, and my Discord account is linked to my Steam account, so he could see what I was playing that way. He remembered finding the game tremendously impressive in its day, and asked how well it holds [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[710,725],"class_list":["post-7113","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-dark-souls","tag-litil-divil"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7113","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=7113"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7113\/revisions"}],"predecessor-version":[{"id":7114,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7113\/revisions\/7114"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=7113"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=7113"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=7113"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}