games suck bc none of them can simulate progression correctly
| tats | 12/11/25 | | cot on gin | 12/11/25 | | tats | 12/11/25 | | cot on gin | 12/11/25 | | tats | 12/11/25 | | Juan Eighty | 12/11/25 | | mouse utopia | 12/11/25 |
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Date: December 11th, 2025 3:55 PM Author: tats
im a gamer, i dont know what things mean. people say mechanics even though its ambiguous and meaningless.
progression in single player games like having access to more abilities or items but in a measured way
for multiplayer games its just influence and dominion over other players
in response to thematics, when you have games that have some destroyable/buildable matrix, its important to make sure that this theme is relevant for the entirety of the game without being overwhelming
(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2...id#49502730) |
Date: December 11th, 2025 3:58 PM Author: mouse utopia
i think game designers have gotten a lot better at doing progression, actually
it's authenticity that has become the Big Problem. it's something that can't really be Engineered or Designed except in truly brilliant cases. it's mostly a function of sentiment that organically occurs amongst a playerbase
and in the era of "streaming" and 24/7 matrix connection, Games can really only capture this Authenticity for a couple weeks, maybe a month, before the hivemind's attention moves to something else that enraptures it
(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2...id#49502748) |
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