This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Duskers [official site].
That atmosphere. That rising tension. That emergent puzzle-solving. That moment in Duskers when deliberate planning turns to hell, and you sit, impotent, as your team of unswerving drones are fried by radiation, pulled into the vacuum of space, or are torn into scrap by unknown horrors.
At the centre of this experience is a single decision that Duskers’ creator, Tim Keenan, says was “the most empowering thing I’ve ever done in videogame design.” It won’t sound like it could ever have such power, but if you’ve played Duskers (and if you haven’t, you really should) you’ll know the potency of its:
THE MECHANIC: Command-line interface
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