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Another serious article: http://deltagamer.com/17865/the-myth-of-the-spoon
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I agree with this! We have big long games with ever fancier graphics and sometimes a new gimmick that has a couple uses, but a creative designer could still find ways to explore what we have, almost regardless of technology.
I'm playing a lot of Shadow of the Colossus right now, and it gives you a very basic toolset, but you must learn to use these tools in a variety of ways. For instance, an arrow may not hurt a colossus at all sometimes, but it will anger them. There are...
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Oh, I hate these comment boxes... that was a third of it, but now there's no way to get it back and no way to know I'll be cut off...
So without the examples or explanation that got deleted, I was going to say that limitations may not always be bad - sometimes too many options may leave the player not knowing what to do, or worse, how to do it. So for both budget and design reasons, they must sometimes draw the line and not include features that may be fun to play with.
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