Design is successful when the player understands it, not because it’s simple, but because it’s communicated with intent. A complex idea can be just as impactful as a simple one, as long as its purpose comes through in the interaction. Good design bridges the gap between creator and player, it invites, guides, and reveals without needing to explain itself. It’s not about simplifying for the sake of clarity, it’s about making meaning accessible and experiences intuitive.
When I first played Ape Out, I didn’t just see a game, I saw an art piece in motion. Its bold visuals grabbed me immediately, but what kept me playing was how it used simplicity to create intensity. As someone who loves game design, I couldn’t help but analyze how every element worked together.
The gameplay is raw, almost primal. You’re an ape escaping captivity, smashing through enemies and walls. The controls are simple, grab, throw, and move, but the way they work with the environment makes every action feel deliberate. It’s not just chaos, it’s chaos you can control.
What stood out to me most was how the game used music. Each drumbeat matched my movements, making every punch and grab feel alive. This reactive soundtrack isn’t just a gimmick, it’s a design choice that ties the whole experience together. It keeps the tension high and makes you feel connected to the game world in a way that’s rare.
As I played, I thought about how Ape Out teaches without tutorials. It’s a masterclass in level design. Each level introduces new challenges naturally, letting you learn through trial and error. There’s no hand-holding, but it never feels unfair. This is the kind of design I aspire to create: intuitive, challenging, and rewarding.
Playing Ape Out reminded me that great design doesn’t need to be complicated. Sometimes, it’s about doing a few things really well. It’s a game that inspired me as a developer and entertained me as a player. If you haven’t played it, I recommend it, not just for fun but for a lesson in creative game design.
Decided to share my answer on Amir Satvat question: Why do games still feel like the outsider at the media table?
My answer is: I believe the main reasons are accessibility and value.
Accessibility: It’s much faster and easier to access YouTube, news, books, movies, or music compared to launching a game on your PC or console. While mobile games are an alternative, the market is largely dominated by hyper-casual games designed primarily to pass the time, such as during a bus ride. Even more complex, non-casual mobile games tend to demand greater engagement and effort from the user compared to other forms of media.
Value: The majority of games are focused on fun and escapism, offering little meaningful value in terms of real-world application. Games that address serious topics or provide valuable learning experiences are quite rare for several reasons. Publishers often struggle to market them, and both developers and players are generally unaccustomed to such concepts. This stems from the fact that, historically, early technical limitations prevented games from effectively exploring serious topics through gameplay. As a result, we are still in the early stages of understanding how to address complex themes through interactive systems, without relying heavily on cinematic techniques or text. Compared to other media, games still rarely reflect reality in meaningful ways.
In this devlog series, I’ll be sharing the progress of Project Legion: a first-person survival horror game inspired by Doom 3, Star Wars: Republic Commando, and Half-Life 2.