This is one of the reasons I find free exploration somewhat of an anti-pattern in games. It can become deeply tedious.
-
-
Replying to @makoConstruct @BagelDaughter
The other reason is it sacrifices authorial control for no substantial return.
1 reply 0 retweets 1 like -
Replying to @makoConstruct @BagelDaughter
If you implement free exploration, or incentivize skimming, it had better be because you *want* the player to ignore some things,
1 reply 0 retweets 1 like -
Replying to @makoConstruct @BagelDaughter
because that's what you'll often get
1 reply 0 retweets 1 like -
Replying to @makoConstruct
Agreed. While I have come across folks expressly interested in *story-generation games*, I don't really share the interest
1 reply 0 retweets 0 likes -
Replying to @BagelDaughter @makoConstruct
Would rather tell a particular story, and do it well
1 reply 0 retweets 0 likes -
Replying to @BagelDaughter
For me, I'm only interested in things that substantially react to the player, but I want it to be purposeful.
1 reply 0 retweets 0 likes -
Replying to @makoConstruct @BagelDaughter
A player picking North doesn't tell you anything about them that you can use, so don't ask them that question.
1 reply 0 retweets 0 likes -
Replying to @makoConstruct
For me, I want the player to be able to pick North, but as a trivial act of kicking the tires. It should feel like scratching your nose
2 replies 0 retweets 0 likes -
Replying to @BagelDaughter
My methodology kind of ignores things done for immersing the player in familiar frames, which is probably bad, but I have to start somewhere
1 reply 0 retweets 0 likes
Here's to keeping at it!
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.