01 · Bigger than memory
The place will not fit in the machine.
The cartridge is small and the disk fills up, but the designer still has to give you somewhere to walk.
1982 · Pitfall! A cycling byte that starts at C4 generates 255 jungle screens as you walk. Studios still generate places from a formula.
1984 · Elite Six seed bytes produce eight galaxies of 256 systems; names and prices come from tables. A universe can be a seed.
1993 · Myst The world is photographed. The processor cannot walk it in real time, so you click from still to still. A photograph can do the work of a world.
2011 · Minecraft The world arrives in 16×16 chunks, and players write the kilometres the disk did not keep. Load the next piece and let players finish the map.
02 · Bigger than the line
The eye wants more figures than one line can hold.
One line can only carry a handful of moving figures. A 1992 PC cannot fill a true 3D room that still moves well. The picture still has to stay in motion.
1985 · Super Mario Bros. The NES draws eight sprites on a line and leaves the rest. Games rotate who is seen, and the missing figure flickers. Reuse a few moving figures across the frame.
1993 · Doom Walls are columns. BSP and visplanes decide what you see. The corridor looks deep. The machine never built a full 3D room. Draw walls as columns. Players will still read a room.
1996 · Resident Evil Rooms are painted in advance and you turn on rails. The tight camera carries the fear. You never walk a free city. A painted room can scare you.
2002 · The Wind Waker Flat colour and simple faces keep a crowded sea drawable on a GameCube. A cheaper drawing style pays for more sea.
03 · Life with almost no mind
Someone on screen has to seem to want something.
There is no room for a model of a person, but there is room for a target, a clock, a bar or a stranger recorded in advance.
1980 · Pac-Man Four ghosts, four targets and three modes. The habits come out of the sums. Give cheap enemies habits you can understand.
1987 · La Abadía del Crimen The monks keep a timetable. If you are late for vespers, the house notices. A clock can judge the player.
1998 · Half-Life A scientist runs when the experiment goes wrong, so the lesson and the shock happen in the same room. Put the behaviour in the room.
2012 · Journey A nameless cloak appears on your dune with no lobby and no voice. The game treats the other person as weather. One nameless companion can replace a crowd.
04 · Teaching without a booklet
The first minutes have to teach you with your hands.
There is no pamphlet on the screen, and nobody in the living room will read one. The room itself has to teach.
1985 · Super Mario Bros. 1-1 A safe stoop, a short pit and a mushroom that arrives as a surprise. You learn by landing. Put the lesson in the first screen.
2007 · Portal One gun, and rooms that are jokes about that gun. You laugh, and you have already learned. Teach with one verb.
2005 · Shadow of the Colossus An empty map. You learn to climb on one huge body. Empty space teaches too.
now · Fortnite Highlighted buttons and a first match that holds your hand. Same 1985 problem, new living room. If you do not teach in the first minute, you lose the player.
05 · Many people, thin cable
Share a world on a thin cable.
A cable carries a few bytes, and a modem lies about time. A hundred players cannot all be simulated, and you still want company.
1996 · Pokémon The cable is the game. You cannot finish the creatures alone. Make trade the missing half of the adventure.
1996 · Quake The game guesses where you are until the server speaks. Smooth motion hides the delay. Hide the lag so you can still aim.
2017 · Fortnite A storm shrinks the island so a hundred connections share the last patch of ground. Shrink the stage when you cannot simulate the rest.
now · A live team of forty Tuesday quests and a battle pass buy time. The team cannot finish a whole world every week. Use a calendar when you cannot finish a world.