The condition: Certain moves are more powerful than others. The problem: The player will try to use these more powerful moves even in detrimental situation. The solution: Make no single move more powerful than others.
Tag Archives: Silent Hill 2
A Balanced Battle System
November 9, 2009 – 4:10 pm
By Christopher Enderle
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Posted in Game Design
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Also tagged Arkham Asylum, balance, Batman, Combat, emotion, expectations, God of War, Heavenly Sword, Ico, intentions, Kratos, player
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The Player as the Final Ingredient
July 3, 2009 – 12:20 am
What is the value of text in games? Well, it requires the player to internalize things, to apply their own imagination and judgment into recreating the subject of the text. The creation of a world that provides opportunities to encounter such content is key to creating a solid base that can draw in the player’s imagination.
By Christopher Enderle
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Posted in Game Design
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Also tagged Game Design, Killer7, Metal Gear Solid, Myst, text, Xenosaga
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