Attic
Diamond Member
- Jan 9, 2010
- 4,282
- 2
- 76
I like games that give me enough direction but not too much. I think a lot of gamers feel this way. This could be challenging goal for developers to meet. So options are a good thing for stuff like tutorials or on screen map markers.
What I really don't like is when game mechanics are introduced mid or late game without any primer. Nintendo first party games are good at showing and incubating game mechanics from the start. What I don't like is finding integral game mechanics are required for pression when those game mechanics have not been properly or thoroughly introduced. For example if a game has relied on opening doors with levers or puzzles for the first half of the game, I think it is poor design to introduced a blocked door required for progression and have an unkown key mechanic (perhaps key hidden in drawer where in every other level thus far drawers have been inanimate)required to progress.
I think the answer to proper game progression, for how I like it, rests squarely on the shoulders of improved game mechanics and design. Relying on blnking arrows and unyielding audiable commands is a cheap way to get around doing a better job of designing games.
What I really don't like is when game mechanics are introduced mid or late game without any primer. Nintendo first party games are good at showing and incubating game mechanics from the start. What I don't like is finding integral game mechanics are required for pression when those game mechanics have not been properly or thoroughly introduced. For example if a game has relied on opening doors with levers or puzzles for the first half of the game, I think it is poor design to introduced a blocked door required for progression and have an unkown key mechanic (perhaps key hidden in drawer where in every other level thus far drawers have been inanimate)required to progress.
I think the answer to proper game progression, for how I like it, rests squarely on the shoulders of improved game mechanics and design. Relying on blnking arrows and unyielding audiable commands is a cheap way to get around doing a better job of designing games.