4 ms·
It's fun to be challenged in skill, in interesting fights or puzzles. But getting lost or not knowing where to go all the time, that's just a time-waster. Like
by sliverstorm 12y ago
It's fun to be challenged in skill, in interesting fights or puzzles. But getting lost or not knowing where to go all the time, that's just a time-waster. Like the whole category of "fetch" quests.
Especially when you quit a game for a week, and come back having forgotten the map and your latest goal.
If you make a dungeon crawler for the express purpose of making a dungeon crawler (Grimrock?) it can be fun to lack directions, have no minimap, take notes, draw maps by hand... but not every game means to be like that, and it isn't the only valid way to make a game.
Sometimes the "on-rails" approach is actually the most fitting. Mirror's Edge, anyone? The best part of that game was getting into a groove and feeling the flow as you dash through levels. "The grind" is antithetical to the point of the game.
Remember, it's just bits- games are for enjoyment. Suffering isn't the point (unless that's what you enjoy)
- restalis 12y ago"Suffering isn't the point (unless that's what you enjoy)" I don't think it was about suffering, as it was about how challenging it is. Think about other (non-gaming) experiences. The best are the challenging ones, that require your full attention. Games work the same way, and on the other end are those that hold your hand and make you sleep or quit before a tough game will.