4 ms·
The player gets to decide, specific motivation not required; the journey is the motivation. But you still need gameplay mechanics to support the user's activit
by zzalpha 9y ago
The player gets to decide, specific motivation not required; the journey is the motivation.
But you still need gameplay mechanics to support the user's activities.
If the user is motivated by quests, you need good quests.
If the user is motivated by conflict, then you need good fighting mechanics, etc.
If the user is motivated by building/construction, you need strong mechanics to support that.
Unfortunately, I suspect you'll find very few user's who are motivated over the long term by just wandering around seeing cool stuff.
- newforice 9y ago"just wandering around seeing cool stuff." I think of journey as see, do, explore. Perhaps there's a better word than journey I could use. I'm not defending NMS, I'm defending Open World.
- marssaxman 9y ago"Myst" was basically all about wandering around seeing cool stuff, and it was so wildly popular that it held the "best-selling PC game" title for nine years.
- zzalpha 9y agoSo you're just going to ignore the highly regarded puzzle solving component of Myst that formed the core gameplay element that drove people to it? Heck, if you're gonna argue this way, I'm surprised you didn't pick Super Mario Bros. After all, Mario Bros. is just wandering around and seeing cool stuff. You just to have to jump over things every now and then...