Finishing Touches to the Design
I’ve had a lot of time since Alpha to read a lot of feedback, chat with fans, developers and publishers, and experiment with some changes. The polish is going in! I wanted to shine some light on how the game has been progressing since Alpha.
First off, I’m delighted that so many players have voiced their love of this little game. I’ve heard from people who who have been waiting for an immersive, high-style exploration experience like this, and they’re over the moon that it finally exists. The music gets its fair share of praise - it’s unique and beautiful and does a great job of getting you in the zone. Someone said that this game is a rare example of a game that “knows what it wants to do and does exactly that.” And, to my immense relief, the ending is working. Well, for all these comments, thank you..
Of course there was constructive feedback too. Some problems are straightforward to solve: Some feedback isn’t clear, and some creatures act glitchy. But some problems are difficult to find a simple solution for: The purpose of a central mechanic - collecting and throwing seeds, and destroying trees - isn’t clear or always rewarding. Some actions feel repetitive. Sometimes you don’t feel like exploring so you head straight for the exit. I’ve been debating and experimenting with solutions to all of these and I have to be mindful of iteration time spiraling out of control.
Thinking about feedback about seeds has been a crazy ride. In Alpha, collecting a set of seeds that you found had four small purposes: One, their layout hints at available paths, like coins in a Mario game. Two, when you collect all five, the world changes its color palette. Three, the collected seed is displayed on your seed chart, lightly encouraging you to collect them all. Four, you are given more seeds to throw, and throwing one plants a new type of tree. This might seem like plenty, but I was receiving comments that the there’s no point to collect and throw seeds. Sure, i can see that, they don’t let you complete the level any faster, and there’s no explicit purpose to planting trees (it’s more decorative.) So, I wonder, should there be a stronger purpose?
One solution I brainstormed with my developer friend Nick Letizia was to add Planters. These are hidden throughout the world and, when you threw a seed into one, it would grow a special tree in the planter, and also grow this tree throughout the world. These special trees would provide you with boosts through the world, helping you travel faster and with more style. Cool idea, right?
There are issues with this idea, I’ve discovered after implementing a quick draft. One, you have limited seeds to throw, and when you know you need to save them for planters you’re less likely to plant trees where you want to grow forest, or throw them at creatures (there’s a bit of discovery to be found by experimenting with who you hit.) Two, I don’t want you to be able to fill two planters with the same type of seed - it should be more like a lock and key - so I need to take away your seeds after filling a planter. Three, it’s a big feature and I’m running out of time to live with it for awhile. Four, and this is the one I find really tricky, the introduction of a very explicit goal like this kind of fights the feeling and purpose of Shape of the World. I want you to wander, experiment, and get lost, but a feature like this drives you on a very straightforward quest. Maybe it’s best if throwing seeds isn’t much more than just a thing to do, like skipping stones or playing with a ball. Maybe you should just plant trees to garden.
Currently, I’ve settled on a much simpler solution. In a game with lots of walking, speed is your currency. So now, when you destroy a tree, you’re given a little speed boost in the direction you’re looking. If you find, or plant, a cluster of trees, and you’ve got the technique down, you can propel yourself through the grove. It’s simple, fun, and gives seeds and trees a purpose. So far I’m sticking with this, and the longer I play with it the more fond I am with it. If you want to speed up, just find a pocket of trees and fly through them.
Thank you for sticking with me for so long as I explore what this game is. Beta is on the horizon. Until this game comes out, remember to go take walks, bike rides, boat rides, whatever your thing is. Go explore!








