ck3D, on 18 April 2020 - 05:16 PM, said:
Out of a few I've read, a few months ago I shared this article I found a while back in which a lot of the points being made helped me reconsider making progression more obvious, a lot of the illustrations mostly apply to more modern games but to my surprise, implemented in Duke 3D the processes and habits actually led to (personally) satisfying results in that department.
Thanks for sharing, the resource it's very appreciated. I will have a look to it soon.
ck3D, on 18 April 2020 - 05:16 PM, said:
I'm totally with you on your second paragraph as well, that's a key thing to understand not just in video games but production processes in general. It's kind of funny how what might feel like 'dumbing down' the utilization of something to make it more practical actually ends up working in the product's favor (again, if no sacrifice is made in the creative process itself, which should remain anchored in spontaneity and originality per se - otherwise the whole point is missing).
Yeah. My phylosofy on this kind of things is simplicity. Keep things simple for the player. Even if the game/map/wathever has very complex mechanics behind the scenes, everything should be presented simple and easy to understand. This is because the majority of the player's when playing a game, want's to relax and have some fun without having to put much effort, like reading or watching a move, it's a simple task to do. I believe that most of the players, when playing a game, play this way, gaming is a way for relaxing. On the other hand there is a more hardcore player which is more rare. This kind of player enjoys challenges and putting his skills to limit. On this case, this kind of player miight prefer maps without any help or guidance. I tended to be a more "hardcore" gamer in the past, but right now, I don't have that much time for gaming and also I got other stuff in life going on, so when I play I look for an enjoyable experience and not for a big challenge. This is just my opinion, but I think modern games are this way because this way they have more public and as a result more selling.
ck3D, on 18 April 2020 - 05:16 PM, said:
If you ever want me to beta test your map pre-release, feel free to shoot me a PM when it's done, I'll try to find the time - and I still need to play Sanek's map too (maybe I should stop hi-jacking his thread in the meantime).
Thank you so much, sure I will need tester and nice feedback for make last polishments pre-release. I'll be happy if you can do that (if you have time ofcourse)

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