if not then dibs
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To clarify, I'm not talking about normal choice and consequence in-game. I'm talking about an up-front difficulty setting that toggles how reactionary characters are and how much drama you have to deal with in your game, specifically in branching narrative games.
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I've been thinking a lot lately about stress in games. I react negatively to stress related to combat/my ability to press buttons at the right time, which I suck at. I don't enjoy it. But what if we considered other types? How would that change the way we approach difficulty?
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What are some other mechanics where degrees of difficulty could be applied, and what do they look like? What other kinds of skills do they appeal to?
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I love the idea that someone who plays a combat game on deathmarch might play a game that's pivoted on emotional intelligence on casual. Talk about normalising the validity of different difficulty settings.
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What prompted this was reading player reactions to Love Island The Game S03. Discussions of drama/social volatility preferences feel eerily similar to discussions by "serious gamers" about how hard they like their combat in games. What else can we translate?
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I think reward both fittingly. Those who play a villain know what they're doing and wanna see what happens, so we give them what a villain gets. It's a different kind of reward. It can say "you were a dick" while being rewardingly interesting.
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That's a great point!
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Wydaje się, że ładowanie zajmuje dużo czasu.
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MCV 30 Under 30 2021