3 ms·
Since I care about memorable stories that emerge through play, convenience is not king. It’s a difficulty balance to strike, as we all have different frustratio
by meristohm 5y ago
Since I care about memorable stories that emerge through play, convenience is not king. It’s a difficulty balance to strike, as we all have different frustration tolerance and different reasons for playing games in the first place. I’ve always been an explorer in games, and I used to care more about being powerful. Now what little free time I spend in games is less about the (illusion of the) end goal and more about the escape into a low/no-stakes arena where the journey matters most and I don’t much care if this moment is the last I’ll ever spend in this game. I’m trading time and some light decision-making practice for memories, both solo and with friends.
- TMWNN 5y ago>Since I care about memorable stories that emerge through play, convenience is not king. As an example, I think the biggest mistake Blizzard made with World of Warcraft is a) adding flight, and b) making flying so easy. a) devalues the hard work developers and artists put into gorgeous scenery, because those flying high overhead will miss much of it. b) destroys much of the gameplay when outdoors (where most flying occurs), because it's far too easy to (say) hover straight down near some item that needs collecting, grab it, then take off again VTOL-style.
- soared 5y agoOn the other hand, I quit new world because it turned into a walking simulator.
- MaxikCZ 5y agoImo the original WoW flight paths were the best. Allowed you to travel far within reasonable time, while not giving you a drop point in nevery nook and cranny. You had to actively think about which way to choose to get from anywhere to anywhere: "Is it faster if I go a little back and fly closer to my destination, walking the rest? Or do I run directly?". I think it was Cataclysm that placed gryphon masters everywhere, what a shame that was..