Talk:Indestructible Death Suit/@comment-3187795-20130903215639/@comment-12.77.6.88-20130904014716

Part 2:

 Unlike most games which attempt to immerse the player by drawing a big fat circle over so-called 'dramatic' moments. Indestructible Death Suit  does not do immersion. What it does is  concentration, in a quantity which only the deepest games can achieve. In general, games which inspire concentration are usually indifferent to the concept of “fiction”,  that’s why in place of drama we get unrelenting satire.

When I first came up with Indestructible Death Suit, it was just meant to be really, really hard: this is what people want. The thing is that in order to be truly hard, you have to be fair (otherwise it wouldn’t be fun), and fast (so that a player can have instant feedback on a strategy), and have a carefully calculated amount of complication.

So how do you create difficulty while being fair? What you do is give people some tools and then demand that they become good with them through reasoning and experimentation. You then give them as much information as possible about how well they are doing.

You have to work fast in this game and admittedly, reaction time is not a very intellectually impressive thing.

 In a perfectly fair, perfectly interesting system, difficulty is nothing but a structure. So let’s say you die in a game. This presumably sucks, unless we’re playing a game where levels are still fun the second (or millionth) time you play them.

 Here it is: a game so deep that it becomes an isolated pocket of self-improvement within the mind of the player. Y ou improve yourself because you want your self to be improved.

There's a bunch of individual challenges, and the player will have to overcome them all at the same time, this would be a very good summary of this game.

(Hear that? I think I just blew your mind!)