sorry for the wall of text.
Id like to see old game design and challenge mechanics make a comeback. Games should just have a built in purpose for the visuals and mechanics they employ. There are a lot of principles of level design, trickery and skill gaps that should be employed in modern day adventures but are sorely overlooked to coddle players that don't really need it if the mechanics are rhythmically simple and the game's end goals are desirable.
and some studios working w/ higher end graphics shouldnt be afraid to sacrifice a little graphic fidelity to run at 60 frames per second. Better framerate, better visual feedback, better human response, improved gameplay.
They should also practice pacing a lot more with violent and other non violent/constructive varied and complex activity. Games used to do this with obligatory puzzles and exploration to a degree. the same way fiction peaks and valleys between moments of intense action build up and rest so that intense moments in gameplay are accentuated and anticipated like intimidating boss fights, that players grind for, and the experienced is contextualized enough for different players to understand the stakes.
Games could use more 'conditioning' and less 'consolidating' the experience into bursts of forgettable fun. The former traditional method of game making may be more of an time investment, but it saves money from investing in too much spectacle and ads, and gamers will remember a well conditioned testy experience. In some cases it makes cheap stories better recieved, because the player isnt so bored and annoyed, they're ready to throw tomatoes at every disagreeable narrative device.
Oh and ease up on the microtransactions. Keep that stuff for cosmetic expressive social items only.Not stuff that influences winning and losing. Always make the most desirable in-game items or achievements an earned process. Its important to subconciously educate players they have to work for what they want in-game. If money can buy it all, that'll just fuel cynicism and discourage dedicated play.
Log in to comment