viagra online | Tramadol | levitra
XanaxAdderall onlineLevitraADDERALL onlineadderall without prescriptionPhentermine onlinetramadol onlinevalium online

Archive for September 2nd, 2007

On Fun: Flatout was…. Full Auto wasn’t.

Both games were derivative with smaller innovations in the “tried and true” racing genre.

Flatout introduce the concept of a dummy that you could “launch” from crashing. It was great! Physics made fun…

FUN:

Full Auto went the Twisted Metal route and added “reversible time” and a fully destructible world – sadly the game was boring. Physics made pointless.

Looks fun, but isn’t:

As I tweak my tech demo, I’m thinking of how my game can be FUN!

To me, what fun isn’t:

  • Insane difficulty -> that’s how games in the 80s dealt with the lack of content
  • Unintuitive / unresponsive controls – here’s looking at you Cooking Mama on the Wii.
  • Overly responsive controls – here’s looking at you Gran Turismo. Fun you are not. Hardcore, yes.

What a fun game has:

  • A slowly progressing level of difficulty and challenges – even the most hardcore can benefit from a system where the player is slowly introduced to new skills. Mario games do this well. Jet Set Radio Future did this well even with it’s hardcore control scheme.
  • Positive feedback to puzzles/challenges successfully completed. In fact, there is a game entirely based on looking at happy people that feeds on this psychology theory. When players see happy faces they become happier as a result. I don’t need to prove this further – just play Peggle and be convinced.
  • A relatable (or desirable) theme -> see the plethora of casual games with modern themes instead of “tranny cowboy goes mud wrestling for dollars to save his/her foster child.”

Add comment September 2nd, 2007


Calendar

September 2007
S M T W T F S
« Aug   Nov »
 1
2345678
9101112131415
16171819202122
23242526272829
30  

Posts by Month

Posts by Category