Not of my own but memory as a game mechanic. The article is interesting, in my opinion, but I am a bias fanboy.

The article does brings up an interesting point that Adams have espoused to embrace and that is it is a game with actionable memory. Its an idea that has fascinated me and I have played around designing with as early as Ultima III and other RPGs in its style where, for example, I would pick a cabbage from a farmers field, he might yell at me then and there because he witnessed it, but he would act like he never met me a if I ran off screen and came back. that always felt 'lifeless' and 'gamey' to me. I have often dreamed of games with better memory. A simple encounter with a recounted memory could really go a long way in helping games 'breath' and feel more alive and powerful. I've even gone so far as to create schema and algorithms to simulate degradation over time and strength of an individual memories. Which would generate weighted responses from "Hi there stranger!" to "long time no see!" and "Why are you still here?" Its a set of ideas I have carried with me for a LONG time and one I will work into my work at some point. This memory feature one of the many reasons I love Dwarf Fortress. The procedurally generated history probably has more impact on gameplay than one might suspect and I am only a player of Fortress Mode. I bet the "Stone Soup" like Adventure mode is a 1000x more interesting because of that memory...

http://killscreendaily.com/articles/road-two5six-tarn-and-zach-adams/

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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