It’s important that the player be told “There may be areas that are too well protected, so ignore those!”. The problem is that most players don’t want to “move on” and therefore view these types of situations as badly designed areas. I think it’s important for larger mods to occasionally have a section where a player can’t win and must make a decision to move on. On the surface I would say that there is never any place for this game mechanic in a normal map or mod, but there are times when a designer may want to challenge your preconception that you are invincible. ![]() You don’t see it too often but when you do it can be as frustrating as hell – endless streams of enemies, poring out of some entrance with an almost demon passion. ![]() ![]() The Replay Experience Experiment aka TREE.Poll Question 163 – Is Endless Spawning a Valid Gameplay Mechanic? | RTSL Menu
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