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	<title>Comments on: Games of the Year: Osmos</title>
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		<title>By: Eddy</title>
		<link>http://www.ipr.edu/blog/2009/11/games-of-the-year-osmos/comment-page-1/#comment-4774</link>
		<dc:creator>Eddy</dc:creator>
		<pubDate>Sat, 28 Nov 2009 20:49:38 +0000</pubDate>
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		<description>Hi Kyle,

Eddy here, lead dev on Osmos. Thanks so much for your great writeup on the game. Really thoughtful stuff, and I enjoyed your musical/narrative perspective on things.

Anyways, I just wanted to respond to your question about time-warping. At its most basic level, it&#039;s a way to allow the player to adjust the pacing (and thereby, sometimes, the diffculty) of the game. For instance, the Biophobe can be caught *much* more easily by slowing down time when moving in &quot;for the kill.&quot; And for the impasse (very dense) levels, speeding up time allows you to click less (without having to wait a long time), which becomes important as things get more difficult. Finally, my favorite analogy for it is deep-space travel. In some of the late, deep ambient levels, you&#039;re so tiny and the scale of things is huge. Once you&#039;ve planned a trajectory, you can go into a kind of &quot;cryogenic sleep&quot; by speeding up time. Once you&#039;re close to your target, you can brings things back to normal, or even slow things down to a &quot;bullet time&quot; speed and really fine-tune the interception of your target. Then, choose your next target, and repeat...

I agree with you that it adds a complexity to the game-controls, but it also allowed us to play with spatial scales a lot more on the different levels -- without boring players, or turning it into a twitchy game. Hope we succeeded! :)

Thanks,
Eddy</description>
		<content:encoded><![CDATA[<p>Hi Kyle,</p>
<p>Eddy here, lead dev on Osmos. Thanks so much for your great writeup on the game. Really thoughtful stuff, and I enjoyed your musical/narrative perspective on things.</p>
<p>Anyways, I just wanted to respond to your question about time-warping. At its most basic level, it&#8217;s a way to allow the player to adjust the pacing (and thereby, sometimes, the diffculty) of the game. For instance, the Biophobe can be caught *much* more easily by slowing down time when moving in &#8220;for the kill.&#8221; And for the impasse (very dense) levels, speeding up time allows you to click less (without having to wait a long time), which becomes important as things get more difficult. Finally, my favorite analogy for it is deep-space travel. In some of the late, deep ambient levels, you&#8217;re so tiny and the scale of things is huge. Once you&#8217;ve planned a trajectory, you can go into a kind of &#8220;cryogenic sleep&#8221; by speeding up time. Once you&#8217;re close to your target, you can brings things back to normal, or even slow things down to a &#8220;bullet time&#8221; speed and really fine-tune the interception of your target. Then, choose your next target, and repeat&#8230;</p>
<p>I agree with you that it adds a complexity to the game-controls, but it also allowed us to play with spatial scales a lot more on the different levels &#8212; without boring players, or turning it into a twitchy game. Hope we succeeded! <img src='http://www.ipr.edu/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks,<br />
Eddy</p>
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