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Notes -
What's interesting about ET is that it's biggest problem was from a design point of view. It was programmed as a top down game, but visually it was a 3/4 view game. So it had a big problem where people fell in pits because their head hid the bottom of the pit on screen.
I don't know if it's quite on the same scale, but have a look at "Robot Alchemic Drive" (R.A.D.) for the PS2.
It took the perspective that piloting a giant mecha would be hard, so it should feel hard to the player.
You walk the mech by controlling each leg with the paddle buttons. You're controlling the mech and the guy sitting on his shoulder at the same time and he jumps off it you hit the wrong button.
Of course the ridiculous controls were the main selling point of the game, so it doesn't really qualify.
In general I think it will be difficult to find good examples. Movies end up with more interesting results because there are hard limits to what an editor can do once the shooting has finished. Releasing a bad movie is the only way to recover costs.
Video games have the advantage where once you have assets and a working engine you can tweak the mechanics until you get something at least mediocre. Fortnight was famously saved in beta by introducing all of the construction mechanics to an unimpressive pubg clone.
Reminds me of that mecha game where you have no joystick, no mouse, just the keyboard. It’s command-line only.
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