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Massless Rod, Massive Bob
Real-time games are tricky, both to design and play. It’s an inherent conundrum. Most of our hobby lets us take things slow, examine the playing field from a sky-high vantage, and make decisions based on data rather than reflex. For a real-time game to work, it’s necessary to shift the player’s headspace into overdrive without cooking it altogether. Along the way, there are hurdles aplenty to consider.
Pendulum almost clears them. But the thing about hurdles is that almost clearing them still leaves you chewing rubber. Let’s talk about how it misses that final crucial inch.