Dark,

I think Eleanor was talking about game mechanics the same as you.
Different terminology, but same basic concept.

Cheers!


On 5/16/14, dark <[email protected]> wrote:
> Hi Eleanor.
>
> I'm afraid I'm not exactly sure what you mean by game mechanism here.
>
> I've seen various forms of game with different controllers be more or less
> successful. For example Papasangre on the Iphone very much has the sort of
> difficulty you mention, plus good atmosphere and a simple challenge to get
> into, but features a first person interface and a very unique control method
>
> using the touch screen.
>
> Entombed just uses menues and basic arrow key movement, but is one of the
> most engaging games I've seen, albeit there are some balance issues which
> make the flow of the game problematic.
>
> Your own games use a basic keyboard choice interface which seems fine.
>
> The problem of difficulty seems only tangentially tied to the game's
> interface and control method. For me a far more serius problem is how!
> difficulty increases.
>
> For example, if the player is just required to react faster and faster and
> faster, then there will simply be a point when enough is enough. If however
>
> there are other factors than reaction involved, the player is tempted to try
>
> again and again, sinse while reaction speed can improve only slowly, the
> ability to get used to game mechanics and make correct judgements can
> improve far more quickly.
>
> Similarly for rpg or other management style games, if the player is tested
> simply on their abaility to balance lots of equipment, but the fighting
> itself is fairly dull (just hitting attack), the game can quickly become
> uninteresting, sinse the player is not being continually tested,
> particularly sinse the battle might already be lost because the player
> simply does not have the correct gear. If however the player is required to
>
> look at their enemy's movement and react to what they do, then the player's
>
> chance of winning is equally dependent upon their ability to interpret and
> react to what their enemy does.
>
> Beware the grue!
>
> Dark.

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