small game design thing I've been learning: giving the player a ton of things to do and making them figure out how to progress sucks. good "open" design still shows a clear objective, and then also lots of other fun/intruiging things to do that distract from the critical path
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@theBanov: "small game design thing I've been learning: giving the player a ton of things to do and making them figure out how to pr […]" https://threadreaderapp.com/thread/1114287055712833536.html … Share this if you think it's interesting.
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Isnt that why we have a story? As a gamer I love it when I can explore new things but as a dev connecting these many stories into new mechanics or substories looks very time consuming.

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if your goal is to not spend a lot of time on a project you probably shouldnt be making an open world game
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Thanks for this, I feel I needed this to prevent my game from going down the wrong path
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Dragon Age Inquisition almost lost me when I got really sick of the first area, then realized I could go to ANOTHER area and actually push the story and main plot forward. Your points are well-taken.
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Het laden lijkt wat langer te duren.
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