First gonna preface by reminding once
again that I'm an Abstractor, so my feelings toward graphics and style could be absolute trash as feedback.
It was so good. The zone, the placement, the feeling, the rhino.
It was all so good that I just want Alpha-2 to come even
sooner and I don't even like this sort of biome normally. That's how good it is. I don't like this type of forest. I don't like this type of warm lively zone. I don't like large 'enemy strongholds' or wide roads leading to them.
And yet somehow despite all of that, not only did it not break my immersion, I was immediately so connected to it, that I couldn't reframe it. I don't know how to explain that well, but in every other case I'm normally able to 'make sure I think of it as just a game' by choice, and I consider the pinnacle of area design to be the moment where I can no longer do that, even if only for a few moments at a time.
And I think you guys (designers) may know what I mean when I say that it isn't because it is 'pretty', it's because it is 'right'. MineCraft is not 'pretty', but it can very much (with the right mods or lucky seed generation) be
right. I want that 'take screenshot and use as painting' function all the more now. Also the cape!
For those who don't know what I mean by abstractor or all that bit, I'm the sort of person who will not get their immersion broken by a cape clipping. I know abstractly that the cape is not supposed to clip, so in my mind it 'doesn't clip'. The abstract beauty of the cape exists separately from any specific clipping animation unless it's flying all over the place
Not a lot of games can do this, BDO can but they use a lot of manipulation methods and then as soon as you get off the beaten path, the area design inverts on itself and all the sightlines suddenly feel ten times worse for all the effort they put in to make that specific 'perfect spot' look good. FFXIV is similar, to the point where it makes me laugh sometimes. Not even gonna talk about Neverwinter or FFXI, they're too constrained to bother discussing.
But 'the three characters standing around showcasing skills' was too 'real'. My abstraction kicked in hard, and they 'became' Stephen, Tradd, and Bucky on the screen for a bit, not 'explaining what their characters are doing', but 'explaining what they are doing' and not even the 'GM commands being entered' seemed to pull me out of that.
Then they got into the 'keep'. And everything went even harder. Everything from the positioning of the Minotaurs (though static) to the specific shadowing of things. I want to see this place at night now. I don't even know if the one thing that did jar me, the Zombies, was only because it was Daytime (FFXI undead don't spawn in the day, Onigiri ones don't spawn in the overworld in the day either, MineCraft, it's a whole mechanic, etc).
Even more reason to want to see it at night, since the Zombies in the last Cleric stream felt totally normal in open spaces.
The way of managing to make me somehow 'know' that I'm not only by a hill but also on one, without actually using any obvious elevation other than what is around me, I would have to rewatch and study to figure out how the design team even did that. I know some principles of how it's done, but it was just too incredibly subtle this time, so with just one watchthrough, I can't immediately pick out
how they did it, but I'm pretty sure it wasn't just the area's name priming me.
The sheer density of positive stimuli from that showcase from the environment alone, I'm not even going to be able to get into one post, so I'll end this one as the 'immediate reflexive outpouring of praise' and add to this thread later after a rewatch when I'm sure I'll have noticed the
other hundred little things that were subconsciously supporting this reaction.
I'm not the type to be left without words, I'm the type to be left with too many, so here's some.