by Golem » Sun Jul 05, 2015 4:51 pm
When I first read this, I wanted an abstract take-away point. That's not to say I have any idea what one would be, and that's not to say that there isn't one in here, but all of the questions are specific and concrete. I have a hard time immediately linking ink to other games.
But then, when I reflected, I realized Splatoon is a deceptively complex game. Because you can paint almost every surface, most of its complexity comes out through your mechanics (like a Sonic Heroes or something). But then, your own mechanics are easy to grasp, with few complexities in their execution: walk, shoot, jump, squid. Because you can affect most of the environment, your simple mechanics then have relevance to every piece of architecture, giving your simple moveset the complexity of whatever environment you're in. Splatoon uses simple ideas to power complex gameplay. As a result, the game's depth isn't obvious on first glance. These specific questions ground us and give us a good sense of the relationship between simple mechanics and deep gameplay.
I also wonder what it would be like to have a koopa enemy in Splatoon. You could kick it, and it would bounce off walls, leaving paint in its wake.