winterraptor
Cipher
- Joined
- Dec 13, 2008
- Messages
- 408
I think we're just realizing that what we're making is a sort of arc of enjoyment, and that arc of enjoyment should have definitely a variety in it.
arc of enjoyment
Arch, rather?
I think we're just realizing that what we're making is a sort of arc of enjoyment, and that arc of enjoyment should have definitely a variety in it.
arc of enjoyment
CrimsonAngel said:Allow me to retort, you stupid mother fucker.
So i love hack and slash games in all there forms from the simple God of war type game and all the way to the more complex Bayonetta/Devil May Cry.
Now in fable 2 they work with a simple system of 1 button attacks.
Every combo is 1 button and nothing else. You can not even flow together magic/ranged attacks into your main combo's, becaus it would make things to complex or some retarded nonsense like that.
Now the biggest issue with the combat in Fable 2 is that the game had no challenge at all.
NO CHALLENGE WHAT SO EVER!.
No need to learn a combo, have timing, plan things, use a right weapon, positioning or ANY THING!.
Fable 2 is shit!.
Also SHITTING YOUR SELF IS NOT A VALID FORM OF SOCIAL INTERACTION YOU BRITISH CUNT!:
That has a lot of implications, such as how you have to always tilt the odds in favor of the player winning, regardless of the true mathematical odds for things such as battles. If you don’t do this, players will perceive your game as too difficult and will drop it.
Meier said that the first 15 minutes of a game are key. Players have a need for instant gratification. If you don’t hook them at the start, they will drop it quickly. Game designers should never waste a player’s time by sending them down the wrong road or giving them too many options that distract them from the main object of a game.
He said that games should have moral clarity. If you’re playing an empire game, the player should have no qualms about crushing a rival. If you make the rival into a mean ruler, then there’s no moral dilemma. But if the rival is pleading and the action is morally confused, the player won’t be as satisfied. The style and content of a game should be consistent.
Angthoron said:He's right about the first 15 minutes in a way, though. Consider first 15 minutes of Torment vs Dragon Age. My character just woke up on a mortuary slab and has a floating skull and interactive zombies nearby! Holy crap. I was 14 or 15 at the time I saw that, it hooked me hard right there. It still does. Dragon Age? Yawn, please. So yes, he's right on that one.
Kaanyrvhok said:Angthoron said:He's right about the first 15 minutes in a way, though. Consider first 15 minutes of Torment vs Dragon Age. My character just woke up on a mortuary slab and has a floating skull and interactive zombies nearby! Holy crap. I was 14 or 15 at the time I saw that, it hooked me hard right there. It still does. Dragon Age? Yawn, please. So yes, he's right on that one.
DA had about 6 15 minns. I only played one of them and I thought it was very good. Torment is a bad example too because Torment starts off very simple. His point was that the game needs to start off simple and I generally agree. Eve is about as complex as games get in the first 15 yet its still popular so I cant say I really agree with him in every genre.