Game design: What to do when the player is doing poorly

Sep 12, 2011 23:55

This topic has been on my mind for a bit. Namely, the penalties for failure in gaming, how they work and how they evolve over time. Basically, what to do when the player screws up? Whether they’re consistently using a bad strategy (spamming the attack button in DW6) or not reacting fast enough (bullet hell), failing to see a pattern, (boss ( Read more... )

game designing, gaming, philosophy, game design

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celdia September 13 2011, 06:04:27 UTC
Alright, since you took the effort to link me here the least I could do is post some kind of reply. While I'd love to get into it about any number of things you brought up in your opening, I'll try to keep my responses limited to your numbered design options ( ... )

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celdia September 13 2011, 06:04:48 UTC
Apparently I went over the comment limit by almost double the maximum length ( ... )

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avenger314 September 15 2011, 14:20:55 UTC
I appreciate your posting, my friend! Well done on adjusting difficulty in-game; you've definitely opened my mind a bit.

Regarding the 3-lives thing. I don't want to disagree so much as point something out: Arcade-style games, even new ones made today, can still be a lot of fun. Even setting aside remakes of old games, they are still making entirely new experiences for whom a 'game over, now start over' makes a surprising amount of sense. They're for when you want a test of skill and want to game, but don't want to log in some time on the next sixty-dollar, sixty-hour game.

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