- Perfectly Peculiar Pixels
- Posts
- Perfectly Peculiar Pixels [#15]
Perfectly Peculiar Pixels [#15]
đȘđȘđ© Basic competence is often not basic

It is an increasingly worn out real-world-trope that âcommon sense isnât particularly commonâ. Similarly, in the creative industries, thereâs a case to be made that basic competence, the kind of things âyouâd expect all creators involved to understand, respect and utilizeâ is fading out. In the age of AI, the bar for entry into the industry is already higher, because it closes a raw artistic skill gap. It will thus become increasingly important to explore the history of gaming, understand why design rules work (specially, even, if youâre intent on breaking them), and wielding said basic competence.
You heard me say this... | Itâs all the same job! |
Weâve touched on the ârhythmâ of the plotline in video games, as well as the concept of streamlining the on-boarding process of players, i.e. the tutorial without explicitly calling it as such. To touch on the connection with this issue, itâs sad to see well established, veritable titans of the industry, seemingly unable to grasp these basic ideas. The history of gaming is now long enough to warrant its ânew waveâ, and at least several revivals, but itâs predicated on actually learning from the past.
Iâve often been accused of equating music, video, various kinds of art, and design, including game design, as being âthe same jobâ. While reductioninst in tone, it doesnât take away from the fact that they all share similar elements of rhythm and hierarchy. This video deals with websites specifically, a user interface in itself, and therefore sharing in the same visual principles.
Outperforming AAA | Babyâs first hack&slash |
The industry, by which I mean, AAA PR and their executives have been screaming for years how games are just so big, and players demand such high definition graphics that the price of games simply needs to go up. Naturally, a 19,000 people company failing to deliver a masterpiece that revolutionizes the gaming world is just a reflection of that particular woe. Imagine my surprise when a game that hits my #1 Steam Featured spot is made by (from what I can tell) three people, and is available in Early Access. Nobody will be impressed with the graphics, the sound design, or quite frankly the plot of this game, but itâs currently outperforming the above mentioned âmasterpieceâ in player count by a factor of 20. No doubt helped by the marginally risque topic of growing your own drug empire, itâs a testiment to a small studio finding a way to enter, and thrive in the market.
Iâve made it a habit to test every Epicâs free game I suggest because, as weâve mentioned countless times, the interaction is the key feature of video games, and watching a video doesnât yield the complete effect. It has the kind of writing so littered with cat puns, one could only tolerate it if theyâre in grade school. The animations, while heavily propped up by spinal animation, tell their story. The upgrade system, relating to your gear but also spells, is basic and handled through essentially themed shops. At 6 years old, itâs obvious it will never win a game of the year award. But if you, or someone you know is 6 years old, itâs a solid casual entryway into the genre, or gaming in general. What it is, is displaying (in fact more than) basic competence.