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Microprose b17 manual6/12/2023 ![]() I bought the damn thing, and I’d like it to pander to my idiocy when I’m learning how to play it but also provide a challenging, enjoyable experience that’s not a walkover once I’ve got the basic concepts down. ![]() This ties into the way modern games implement difficulty settings, but at the end of the day I want to be able to play a game in the way that I choose. ![]() So I endorse interactive tutorials and in-game help they’re an important step forward for games development as long as – and this is the important part – as long as I can turn them off. Experiences with games like Dwarf Fortress have convinced me that a Matterhorn-like learning curve is not necessarily a good thing, and that there is absolutely no reason why a game shouldn’t be as accessible as it possibly can. I don’t agree with those people, even if I do feel a slight twinge of unease when I watch Battlefield 3 play itself for ten minutes and when 2K Software trumpet the inclusion of a “1999 mode” in Bioshock Infinite where the player doesn’t instantly respawn on death as being for hardcore players.
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