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Paul Cunningham

The big ole witch hunt

4 posts in this topic

Have you noticed how a certain points in a game when you stop being interested in the gameplay and all you want to do is get to some big boss or the next level. Is this due to predictability of the game? If you know that it''s going to get better then it must be worse now/correct? I was thinking how it sucks when you are enjoying a game and some hint has been laid down that if you do this or that then you will get to some resolution. Did i want a resolution.. NO! Was i enjoying the game before hand.. YES. If your just playing a game for the fun of it then who wants a climax? I don''t want some end of level or the next levels going to be better! What i would like is for the game so be fun all the way through with any annoying cheese being dragged along in front of me. How about you? Or are you in on the hunt too? I love Game Design and it loves me back. Our Goal is "Fun"!
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Yes, I absolutely hate Big Bad Bosses(tm). There must be some other way to hook the players to continue than some bad guy. BBBs worked in MDK (both of them), though.

-Jussi
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Man, this is a tricky one. Designing an open ended universe game, I especially feel it. You want players to feel like it's all going somewhere, but at the same time, you want them to enjoy the game as much as they want.

My solution is to let the player go wherever they can handle. But this won't work very well for more traditional games. What you need is a "Hey, are you enjoying this (Y/N)?" dialog (but more subtle, of course). Heh, I just remebered: The old Sierra game Rise of the Dragon had an arcade mode that actually worked something like that.

Maybe what you need is the Guantlet Legends spawn idea: There are certain spawn points for monsters. If you wipe them out, you wipe out the monsters. So, if you want to keep fighting them, leave the spawn points alone and travel between them. Wiping out all spawn points could take you to the next level.

--------------------
Just waiting for the mothership...

Edited by - Wavinator on August 24, 2000 5:07:18 AM
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I see that the problem lies in having to much of a hierachial structure of progress in a game. This is what causes the player to chase the end of the game. If games were levelled out more and generally just had a good variety of fun elements in the game that in themselves are highly replayable then that''s a good starting point?!

I love Game Design and it loves me back.

Our Goal is "Fun"!
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Final Fantasy 7, the only one of the ff games i have finished playing, has a very nice feature... You play around the same map and sometimes need to come back, it gives you the sensation of been in a real world... I liked it and I consider it the best game i have played to the moment
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