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- Jan 28, 2011
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If they're so hung up about succeeding in every check, might as well just cheat and max out those skills.As Cain (and Sawyer) noted, most people just reload until they succeed.Uncertainty. The possibility that you might have to try something different when plan A falls through.
I mean, can you argue with him? Like what exactly does randomized skill checks add compared to fix skill checks?
The ability to succeed on every check with a generalist character by reloading every time you fail.
Maybe by make failing suck less as an experience for the player?If they're so hung up about succeeding in every check, might as well just cheat and max out those skills.As Cain (and Sawyer) noted, most people just reload until they succeed.Uncertainty. The possibility that you might have to try something different when plan A falls through.
I mean, can you argue with him? Like what exactly does randomized skill checks add compared to fix skill checks?
The ability to succeed on every check with a generalist character by reloading every time you fail.
Save the time and clicks.
Disco Elysium already did this and it worked.Maybe by make failing suck less as an experience for the player?If they're so hung up about succeeding in every check, might as well just cheat and max out those skills.As Cain (and Sawyer) noted, most people just reload until they succeed.Uncertainty. The possibility that you might have to try something different when plan A falls through.
I mean, can you argue with him? Like what exactly does randomized skill checks add compared to fix skill checks?
The ability to succeed on every check with a generalist character by reloading every time you fail.
Save the time and clicks.
He always brings up how how fun it is playing a low intelligence character is in Fallout and Arcanum, so apply the same design principle to "Save or Suck" skill rolls.
It's a lot of work for designers though since they have to create a bunch of possible outcome branches that don't just lazily/mindlessly lead to fail-states (as is tradition).Disco Elysium already did this and it worked.
I talk about how my development experience changed over time, depending on how people viewed my past work.
p.s. I had some audio synch issues on this video...but a solution is on the way and coming soon!
You can just translate the Twitch chat in any language real-time in Edge using Translate Page:
That's because many of the "sciences" are a scam.Tim also praises Nintendo. Additionally, it's ironic that the one game of his that intentionally focused on player engagement is the one that engaged the Codex the least.
"Player engagement is a modern concept. We never thought about it when we were making Fallout or any of the Troika games. We just thought about What would be fun? or What would we want to play? and then we did that."
Is it any wonder that those old games were better? What is this circuitous bullshit where designers think they have to trick players with "engagement" instead of just making a quality game that people naturally want to continue playing?
I would argue that the more recent fixation with rigidly adhering to the same gameplay loops makes the experience feel artificial.My understanding of that part was that the term "player engangement" is new, not the approaches they were taking. In other words it is something that to help designers figure out what makes games fun - both before and after the designers were trying to make fun games, but previously they had no "language" to talk with each other about what makes games fun and exchange ideas.
As an example color theory is a relatively (in the context of human history) modern concept that helps artists to understand better how humans perceive color combinations, but that doesn't mean no artists had some understanding of the ideas behind it, it only meant that each one had their own understanding - often out of intuitition and trial and error that everyone had to repeat or somehow find another to learn - and was harder for them to exchange that knowledge.
Keep in mind that this isn't anything new, you'll find game designers come up with terms to describe things going back decades, at the end of the day people want to exchange information with others and this can be done only with a common language.
aka "work""Player engagement" seems like a broader concept than "fun". You might keep playing a game because it's fun, but you can also keep playing for other, less wholesome reasons - FOMO, habit, social interaction, etc.
The shift to engagement as the integrating concept encourages game designs that don't rely exclusively on fun to keep players playing.
As an example color theory is a relatively (in the context of human history) modern concept that helps artists to understand better how humans perceive color combinations, but that doesn't mean no artists had some understanding of the ideas behind it, it only meant that each one had their own understanding - often out of intuitition and trial and error that everyone had to repeat or somehow find another to learn - and was harder for them to exchange that knowledge.