- Jun 7, 2018
- 1,923
- 1,648
IMO, a game, to be a game, must be playable (sorry for the obviousness). So, the grinding seems to be unavoidable in this kind of games, some people must enjoy it, some not, but well, it's part of the game. But the amount of it never could be so nightmarish that ruins the joy of playing. The player always must feel that their efforts have a fair reward.
Likewise, the logic in a game must be understable, I mean, unlock this or that or whatever the goal be, can be hard to achieve (and as grinding, some players will enjoy it, others don't), but once done, the player must feel that the path followed was in any way logical. And, principally, the logic applied must be intuitive. If to reach this or that point the gameplay depends on aleatory events, non-logical chain of actions or unrelated occurrences, that can only be achieved by chance or readinig a walkthrough (or cheating), that surely will kill the sensation of being playing, but instead being "played" by the developer, who applied some sort of rules and logics that he's the only one to know.
Ditto, I don't think that so was happening in this game (as in, by example, Second Happiness, where you can almost hear the developer laughing "Muaaaajajajaaaajaaa" maniacally every time he creates some mechanism for torturing the player), but it's at risk of being spoiled for mistakes of that kind, not in purpose, but for flaws of lack of attention at the internal logic of the game paths. And could be a great game, fun and sexy, if only the dev don't forget that the only tools that a player possess to apply while gaming are patience (limited amounts, variable in each case), intuition and logic.
(Sorry for the broken english or the unclear sentences, it's not my first lenguaje.)
Likewise, the logic in a game must be understable, I mean, unlock this or that or whatever the goal be, can be hard to achieve (and as grinding, some players will enjoy it, others don't), but once done, the player must feel that the path followed was in any way logical. And, principally, the logic applied must be intuitive. If to reach this or that point the gameplay depends on aleatory events, non-logical chain of actions or unrelated occurrences, that can only be achieved by chance or readinig a walkthrough (or cheating), that surely will kill the sensation of being playing, but instead being "played" by the developer, who applied some sort of rules and logics that he's the only one to know.
Ditto, I don't think that so was happening in this game (as in, by example, Second Happiness, where you can almost hear the developer laughing "Muaaaajajajaaaajaaa" maniacally every time he creates some mechanism for torturing the player), but it's at risk of being spoiled for mistakes of that kind, not in purpose, but for flaws of lack of attention at the internal logic of the game paths. And could be a great game, fun and sexy, if only the dev don't forget that the only tools that a player possess to apply while gaming are patience (limited amounts, variable in each case), intuition and logic.
(Sorry for the broken english or the unclear sentences, it's not my first lenguaje.)