Player expectations have risen for the level of polish on each individual feature. It's a cycle that has been repeated over and over through the history of video games - each advance in art is accompanied by a drop in features. The first graphical…
I am least happy when the business model is changing - whether it's a slow creep or a sudden upheaval makes me unhappy in different ways, but both devalue the entire corporate brand in my eyes.
I don't want the game I used to play, I want the game I imagined the game I used to play would evolve into.
I've left games, in part, because I could see they would never get there (business reasons, community reasons, technical reasons).
Imagine a quest unfolding in a way that the developer did not foresee (objective accomplished by some unexpected strategy or the world ending in a state the developer did not imagine).
If this is seen as a problem with the quest design, it's a them…
Players who want to feel like participants in a story instead of consumers of a story find themeparks very frustrating. It often feels like the writers/developers are the only people who are actually getting to play the game.
For theme park style games, expansions should be thought of as sequels ... they're a whole new game, just with a blurry boundary between one game and the next.
I would argue that levels, as they originally existed, are a largely obsolete concept, just one number in a spawling suite of different avenues of progression (story, gear, rep, collections, achievements, rankings, etc) that involves both plateaus t…
I prefer data-rich games over secret-rich games.
I feel that's really what these databases do - they take a game full of obscure tidbits of information and turn it into a landscape of data I can explore.
I still like to brainstorm about gossip mec…
I fear I like quest markers too much. Sure, I have a little nostalgia for parsing quest text and wandering around, but only in very small doses. Overall, I prefer the flow of being immersed in data about my environment rather than being left searc…
I think there are some interesting experiments coming down the pipe. Unfortunately, I seem to be a very skittish customer right now and each of the ambitious projects in development I've been following has managed to frighten me away.
Originally posted by AlBQuirky
Why on earth would I create a 1999 version of game with 1999 technology?
It might have been intended as a dig at the mobile market where you get a lot of outright cloning of existing games?
Or perhaps it was a c…
Originally posted by lizardbones
I was going to comment that what people had done so far was to pull elements of old school games, but to also include their own design features, updating some aspects of the games for a modern audience, even if the…