Tuesday, 15 January 2019

Oil it or Spoil it!

quote [ An overly literal collision engine will make you fall as soon as your feet leave solid ground. But what if you give the player just a few extra frames, and if they push the jump button a few milliseconds too late, you still give them a valid jump? ]

As opposed to the last one, this article gives some insights in that forgiveness sometimes makes for a better game experience. There was a longer Twitter conversation featuring even more adjustments collected in a Polygon article.
[SFW] [games] [+4 Interesting]
[by Paracetamol]
<-- Entry / Comment History

spaceloaf said @ 7:05am GMT on 16th January
I don't disagree there.

But that's why I covered my ass said "modern" game design.

I feel like Dwarf Fortress is deliberately retro. In a similar way, old school adventure games often had ridiculous menus where you choose from a large list of verbs ("pick up," "push," "pull," "open," "close," etc.) even though only one or two could really apply to a given object. In both cases the obfuscation is part of the challenge of the game.

I still maintain its not really "good" design from a modern perspective, but you are right that sometimes people want that old-school flavor.


spaceloaf said @ 7:06am GMT on 16th January
I don't disagree there.

But that's why I covered my ass said "modern games."

I feel like Dwarf Fortress is deliberately retro. In a similar way, old school adventure games often had ridiculous menus where you choose from a large list of verbs ("pick up," "push," "pull," "open," "close," etc.) even though only one or two could really apply to a given object. In both cases the obfuscation is part of the challenge of the game.

I still maintain its not really "good" design from a modern perspective, but you are right that sometimes people want that old-school flavor.



<-- Entry / Current Comment
spaceloaf said @ 7:05am GMT on 16th January
I don't disagree there.

But that's why I covered my ass said "modern games."

I feel like Dwarf Fortress is deliberately retro. In a similar way, old school adventure games often had ridiculous menus where you choose from a large list of verbs ("pick up," "push," "pull," "open," "close," etc.) even though only one or two could really apply to a given object. In both cases the obfuscation is part of the challenge of the game.

I still maintain its not really "good" design from a modern perspective, but you are right that sometimes people want that old-school flavor.




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