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re: .
Posted on 2/22/17 at 12:26 pm to DieDaily
Posted on 2/22/17 at 12:26 pm to DieDaily
quote:
The problem is that rarely does either approach work. Either modern approach often has one of 2 outcomes: the player feels patronized or the player feels dumb for not realizing what the visual queue was telling them to begin with.
There's a difference between tutorials that are literally, "press up on the analogue stick to move forward" and games that provide guidance on where and where not to go.
I get annoyed sometimes at games like Witcher 3 that plop level 30 monsters in areas that have level 5 content. That's bad game design. That's different than making a conscious effort to travel somewhere much earlier than the game anticipates.
Posted on 2/22/17 at 1:24 pm to BulldogXero
quote:Yes, I agree. "Rarely does either approach work" was probably too strong a statement but I will say that I find most modern games pretty unsatisfying from a standpoint of feeling like I actually figured something out myself.
There's a difference between tutorials that are literally, "press up on the analogue stick to move forward" and games that provide guidance on where and where not to go.
For me, the mark of good game design is guiding the player while having them think they're coming up with the ideas themselves.
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