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Joined 2 years ago
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Cake day: August 13th, 2023

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  • Not really the worst, but my hot take of something I don’t like: puzzles rather than problems. By that I mean puzzles have one correct solution and everything else is wrong and doesn’t work, while with a problem you’re given some tools and an obstacle and just let loose. It’s so much more satisfying to find your own solution that it is to reach the end and realize you were being sneakily handheld through it to make sure you found the only possible way through. I’ve done a few good problems where I reach the end, then immediately reload the save from before and try some different routes just to see if it works.

    Puzzles do have their place though, especially in tutorials.




  • I kinda disagree. Sure, if it’s just thrown on top with no real thought to it, it’s bad. But it’s possible to build around durability to make it a core part of the game. Think Zelda BOTW and TOTK. Weapon durability is a central part of the combat gameplay loop in those games. There’s plenty of weapons lying around, so you never really run out, and there are more details that mean you can actually use the system to your advantage (like how you deal massive damage on the breaking hit).