Hi Eleanor, I agree. A good game, an especially well designed game, has a good balance between simple mechanics but complexity and depth. That is hard to achieve. It is for that reason game developers go back to the well per se to try and replicate the same thing they have done before hoping of repeating the success of their previous hit title.
Unfortunately, for us, since we are trying to worry about accessibility as well as fun and challenge it makes the problem more complex for the developer. Sighted mainstream game developers have managed to come up with reasonably simplistic but complex game mechanics that have worked well in a number of classic titles for the Atari, NES, Super NES, etc that wouldn't necessarily work so well in an audio equivalent. Adapting those mechanics to be accessible is the real trick here. Cheers! On 5/15/14, Eleanor <[email protected]> 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 > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [email protected]. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
