Are there any narrative games out there with a difficulty scale that correlates not to something like combat or action, but to the level of drama and social conflict you have to navigate? Where casual means everyone's easy-breezy and on deathmarch you're walking on eggshells?
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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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Hey
@JohnRobertMatz, to the extent you're able (or allowed) to speak to anything in Ambition: A Minuet in Power...it looked like there were shades of this from what I've picked up in the game's marketing. Am I reading that correctly? -
Hmm... It's hard to be sure - I don't believe (don't quote me on it!) that there are actual difficulty settings per say, but the actual *challenge* of
@JoyManuCo's "Ambition" *is* legitimately navigating interpersonal drama and social conflict; winning friends, snubbing enemies, - Pokaż odpowiedzi
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That would be awesome
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I would say the closest to this (but still has some sort of combat/action) would be “this war of mine”
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Ah sorry I missed the difficulty scale bit, ignore me
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MCV 30 Under 30 2021