what I have found with games is with some of the more challenging
ones you need the capacity to contrate.
For me superliam is quite hard.
I never seem to have enough brain power to keep concentrated for the
entire game.
Most of the time I barely make it past level 4 or if I am lucky 7
level2 but almost never to the boss.
After tying to get there I get discouraged and leave the game alone
for a while.
And when I finally come back it happens again.
Ofcause real life has distracted me a lot these days and shows no
sign of abating which is why I haven't gone after getting codes for
games from liam lately.
At 04:36 a.m. 16/05/2014, you wrote:
This is an interesting discussion. I can see that you need to have
a balance between popularity and individual preference as both Cara
and Dark indicate, and that the game needs to be simple to play, but
have depth and complexity to make it a good game.
But there another component that I have been looking for and
admittedly have not found, and that is an engaging game mechanism.
The way in which you play the game has to suck you in and keep you
coming back for more.
It can't be too simple nor too frustrating. The really fun games
increase in difficulty slowly as you progress through the game until
you are scrambling to complete a level and are really invested in doing so.
Part of the lack of different kinds of games is that it is difficult
to find a new mechanism, so many developers fall back on the ones
that have worked in the past - thus the sequel games of any game
that made a name for itself.
Another problem with the story type games is that there is not a
good tool for building your interactive story that leads you to
different scenes depending on the choices you make. It is hard to
do the connections and dependencies by hand in an intricate story
with lots of alternatives at each decision point.
Oh well, that's why we are interested in doing this - it is a challenge.
Eleanor Robinson
7-128 Software
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