- Jul 22, 2022
- 59
- 123
Savin and any other Dev on COC2 need to listen to his advice right here
Be fair to players. Old-school adventure games are famous for cruel results such as "You pick up the rock, starting an avalanche that buries you. Game over." Nowadays, players want their skill and choices to be rewarded. Besides avoiding arbitrary player deaths, here are a few other design goals to keep in mind.
Be fair to players. Old-school adventure games are famous for cruel results such as "You pick up the rock, starting an avalanche that buries you. Game over." Nowadays, players want their skill and choices to be rewarded. Besides avoiding arbitrary player deaths, here are a few other design goals to keep in mind.
- Don't make important events hinge on a die roll. For the most part, if a player has figured out what to do, he should succeed 100% of the time.
- Provide hints for difficult puzzles, and don't put in more than two or three red herrings.
- Don't make a puzzle that can't be solved on the first playthrough, such as one that requires knowledge of the next area or a trial-and-error puzzle that kills you if you don't guess correctly.
- It's fine to permanently close off an area partway through the game, but the player should be given fair warning before this happens. If a choice makes the game unwinnable, this should be obvious in advance, and it should end the game instead of letting the player keep trying with no hope of winning.