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Posted on 2/22/17 at 12:26 pm to
Posted by BulldogXero
Member since Oct 2011
9775 posts
Posted on 2/22/17 at 12:26 pm to
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 by DieDaily
West of a white house
Member since Mar 2010
2644 posts
Posted on 2/22/17 at 1:24 pm to
quote:

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.
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.

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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