{"version":"1.0","provider_name":"Rainbow Dash Network","provider_url":"http:\/\/rainbowdash.net\/","type":"link","title":"Narwhal (narwhal)'s status on Wednesday, 21-Jan-15 05:08:36 UTC","author_name":"Narwhal (narwhal)","author_url":"http:\/\/rainbowdash.net\/narwhal","url":"http:\/\/rainbowdash.net\/notice\/3812563","html":"@<span class=\"vcard\"><a href=\"http:\/\/rainbowdash.net\/user\/2620\" class=\"url\" title=\"&#xFF24;&#xFF52;. &#x30A2;&#x30C0;&#x30E0;&#x30FB;&#x30E4;&#x30F3;&#x30B0;&#x3001;&#xFF30;&#xFF48;&#xFF0E;&#xFF24;\"><span class=\"fn nickname mention\">yodelerty<\/span><\/a><\/span> Well, if we first look at maximalism from a wider artistic definition the first movements of maximalist art actually started in response to minimalism. So basically, if the inherent design philosophy of minimalistic works tends to be &quot;less is more&quot;, in maximalism it would contrast this as &quot;more is more&quot;. So basically, game that is very overt, excessive, saturated, or just incredibly detailed could be argued as maximalist. Perhaps a good example of a maximalist game (or series, rather) would be The Elder Scrolls. There is an excess of quantity and quality, an extensive of amount of features\/mechanics, and an affirmative fondness of the concept of vastness in its worlds."}