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But more than that, six tiles was just too much for a player to take in.
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In practical terms, with six tiles each image became too small to be able to see the details, which would mean creating some kind of crude zooming system. He wanted a three-by-three grid to accommodate more complex puzzles, but soon saw how that just didn’t work. But, initially, Roberts himself thought the four tile configuration might be limiting. Surely the range of possibilities in the configurations of images would be so low that you’d stumble on solutions just by clicking around? Solutions aren't simply about sequence though you're not reconstructing panels in a comic strip, you're playing with space. If you haven’t played Gorogoa, the four tiles that hold the images you swap around and zoom in and out of might look painfully restricted. And in making it, Roberts found that each decision he made had profound effects on others, the biggest being limiting the game to its two-by-two grid. You draw relationships between images and find them leading into and influencing wider themes. Gorogoa is also a game about linking things together.
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And in making it, developer Jason Roberts found that making things fit was one of the greatest challenges he faced, whether those things were puzzles into the game's tiles, sequences into its story, or details into players’ heads. Fitting a detail in one image with a detail in another and see how it produces something new. Gorogoa is a game about fitting things together. This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games.
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