2 ms·
It's a pretty shallow read of the game design. The video and longer piece he wrote miss that there only needs to be perceived peril for the sequence to be excit
by meheleventyone 9y ago
It's a pretty shallow read of the game design. The video and longer piece he wrote miss that there only needs to be perceived peril for the sequence to be exciting. Humans also love to buy into the idea that something is way more dangerous than it is. The actual goal of that sequence is to amp the player up before they get into the next gameplay sequence proper. It's a piece of pacing and environmental storytelling.
Further making that sequence a gameplay challenge would almost certainly make it worse. It becomes a memorization game and would require repeat attempts, each of which would lessen the impact of the experience.