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It depends entirely on what kind of game you are making. There is clearly a market and demand for simple, fun, positive experiences. But there is also a massive
by kazagistar 10y ago
It depends entirely on what kind of game you are making. There is clearly a market and demand for simple, fun, positive experiences. But there is also a massive market for games exactly like LoL and DotA and CS:GO, where a major part of the experience is failing, losing, feeling horrible about it, and then trying to do better next time. There is an urge for game designers to try to mitigate negative experiences, but in doing so, they make the game. You can't have the feeling of a competative game that ends in a crushing victory without the feeling of crushing defeat.