GDC 09: Flower Was Originally Way More Game-y

At the Experimental Gameplay Sessions for GDC 2009, thatgamecompany's Jenova Chen revealed a few edits they made to last month's PSN masterpiece Flower that, if left in, might have made the game a whole lot more like, well, every other game. According to MTV's Multiplayer, they chopped out:
- Timers, which they thought might help motivate the player
- Desert terrain, which would cost any players who flew over it some petals
- Spells, which were part of a system that allowed the player to gain improved flight abilities
- Orbs, into which players were going to deposit petals in order to unlock checkpoints
Chen revealed that play testers were swearing and cursing the challenges, which sort of ran counter to the experience that the game's makers wanted to provide. In my opinion, those were some good calls. I can't really imagine playing the game with any of those additions and retaining the same experience. I mean, sure, sometimes you want to keep score or cast thunderbolt, but sometimes you just want to blow around forever.
Things the 'Flower' Team Ditched [Multiplayer]








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