3 ms·
Im not defending the grind, but this is completely untrue: > If a game isn't 100% FUN 100% OF THE TIME then the designers have failed. For high highs, you nee
by scrollaway 5y ago
Im not defending the grind, but this is completely untrue:
> If a game isn't 100% FUN 100% OF THE TIME then the designers have failed.
For high highs, you need lows as well. My personal highest, most epic moments in games I played are from beating and besting truly frustrating and difficult challenges.
Knowing how to design challenge and frustration is a difficult exercise. There are many different types of difficulty you can use as a designer and some are better received than others. The best games make you feel like you can beat the challenge, and it is entirely within your reach as long as you learn.
Twitch games (as in reaction games not streamer-friendly games) are an excellent example. Geometry Dash is immediately difficult but also immediately approachable and if you don’t have fun the first few minutes, the game probably isn’t for you.
Beat Saber is another good example. It can be incredibly frustrating, in the same way that trying to beat your personal best 100m sprint record can be.