And What I’m Taking Into My Own Game
Perhaps you already know the answer to this question. Because, I’m one of the millions who fell in love with Red Dead Redemption II by Rockstar Games. I don’t know why the majority loved it, but for me, it wasn’t just about the mechanics, graphics or music. It was not the freedom, nor the grounded realism, not even the bond with the horses (I love horses, even more than cats & dogs, no questions asked). It was simply the only thing that drives emotions, the story.
No other game has ever given me that feeling. Not even GTA: San Andreas (the last GTA I played before deciding never to return). I was blown away by Cyberpunk 2077 despite its rocky launch, and I adored the Night City. But I never finished the game, because the story failed to grab me emotionally.
And yet, I also love games on the other side of the spectrum, like RimWorld by Ludeon Studios and Oxygen Not Included by Klei Entertainment, where the magic comes from emergent stories born out of player decisions, systems clashing, and unexpected chaos. There’s no traditional narrative driving you forward, but somehow the events that unfold become your personal story.
That’s why, for my own game, I want the story and lore to be the beating heart of the experience. Even if the game loop is simple and short, the purpose behind it will be deep and emotionally driven. That might slow me down, maybe even delay an Alpha, but it’s a challenge I’m ready for.
Stories have always been the soul of games that stay with us long after we put down the controller. Eric Barone’s Stardew Valley may look like a simple farming sim, but its world is rich with relationships, small-town histories, and quiet personal growth. Toby Fox’s Undertale took minimalistic visuals and turned them into an emotional powerhouse, where every choice carried weight and meaning. These games prove you don’t need an endless map or a hundred-hour grind, you just need to make players care.
So that’s the kind of connection I’m chasing, whether it’s carefully written or completely unscripted, I want players to walk away feeling like the game was theirs. But for now, it’s back to coding. Man, there’s so much to do. Until next time.
