The Blue Prince writeup captures something that doesn't get talked abot enough: puzzle games as narrative delivery systems. The comparison to Outer Wilds is apt, but what really makes that lineage work is how all three games (Obra Dinn, Wilds, Blue Prince) treat curiosity itself as the mechanic. I ran into this same pattern last year when working through similar design problems around environmental storytelling. The "moody melodies" mention is key too since audio design in these games often does more heavy lifting than people realize for sustaining the sense of mystery across multiple sessions.
Hades 2 yes!
https://substack.com/@davidkunt/note/c-191124842?r=6qv3gs&utm_source=notes-share-action&utm_medium=web
https://substack.com/@davidkunt/note/c-191124842?r=6qv3gs&utm_source=notes-share-action&utm_medium=web
The Blue Prince writeup captures something that doesn't get talked abot enough: puzzle games as narrative delivery systems. The comparison to Outer Wilds is apt, but what really makes that lineage work is how all three games (Obra Dinn, Wilds, Blue Prince) treat curiosity itself as the mechanic. I ran into this same pattern last year when working through similar design problems around environmental storytelling. The "moody melodies" mention is key too since audio design in these games often does more heavy lifting than people realize for sustaining the sense of mystery across multiple sessions.