03-20-2017, 04:21 AM
This is a simple one.
STOP MAKING GAMES WHERE YOU ABSOLUTELY NEED TO DO 'X' THINGS OR COLLECT 'X' ITEMS TO WIN!!!
Have you ever played a game where you needed to make branching decisions and found you couldn't get through the final chapter because you chose to date 'Yuffie' instead of going on the ferris wheel with 'Tifa' again? Or what about realizing you needed that computer keycard you neglected to pick up just before the cruise liner sank, only to realize it was the pass-key into the final laboratory of Dr. Evil's sanctum?
Yeah, decisions such as these may have consequences. But don't make it so the game is literally impossible to beat. Gameplay decisions should change the outcome, but not make it impossible. And you should at least have alternatives when you need to get items to win the game, or at least allow the player to backtrack if possible.
Let's say.... a fairly recent (so-called) professionally designed game by VRWERX demands you perform all actions correct from the absolute beginning, lest you never win the game.
STOP MAKING GAMES WHERE YOU ABSOLUTELY NEED TO DO 'X' THINGS OR COLLECT 'X' ITEMS TO WIN!!!
Have you ever played a game where you needed to make branching decisions and found you couldn't get through the final chapter because you chose to date 'Yuffie' instead of going on the ferris wheel with 'Tifa' again? Or what about realizing you needed that computer keycard you neglected to pick up just before the cruise liner sank, only to realize it was the pass-key into the final laboratory of Dr. Evil's sanctum?
Yeah, decisions such as these may have consequences. But don't make it so the game is literally impossible to beat. Gameplay decisions should change the outcome, but not make it impossible. And you should at least have alternatives when you need to get items to win the game, or at least allow the player to backtrack if possible.
Let's say.... a fairly recent (so-called) professionally designed game by VRWERX demands you perform all actions correct from the absolute beginning, lest you never win the game.