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re: .
Posted on 2/22/17 at 1:24 pm to BulldogXero
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.
Posted on 2/22/17 at 1:35 pm to DieDaily
quote:it's so weird you say that. I started this whole thread because that's exactly what happened to me last night.
For me, the mark of good game design is guiding the player while having them think they're coming up with the ideas themselves.
the game was leading me and I didn't know it. it lead me to the point I needed to go but I didn't have the upgrade to access anything beyond that...this was right after beating a boss for which I received an upgrade...so I figured I needed to use the new upgrade to get the next upgrade and kind of knew where that was. so I felt like a genius for not wasting any time figuring anything out
and then in bed it hit me that I had been tricked
Posted on 2/22/17 at 3:48 pm to DieDaily
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.
That's why I love immersive puzzle games. Portal, AntiChamber, The Talos Principle, etc. They show you the rules and leave you to figure the rest.
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