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by bunderbunder
3022 days ago
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100% of the value of the game is that it's a sandbox that lets you play with a bunch of different things - rocket design, orbital mechanics, exploring a technology tree, resource management, etc. etc. To that end, any feature that makes it easier for different players to approach the game in their own ways will make for a game that appeals to more people. Let people who want to control the rocket manually control it manually, and let those who want to just have nice, automatic, repeatable launches use the autopilot. Let people who want to fiddle with rocket designs do that, but also hand out a bunch of prefab rocket designs for when you just want to sit down and fly a rocket. Let the same people play the game in different ways in different sessions, depending on their mood. Just don't try to tell them that there's only one proper way to have fun, because all you'll do with that is ensure that they tend to get bored more quickly. |
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I'm sure I've read research on this, but I'm not sure how to dredge it up from the internet. So I apologize for the lack of citation.
Anecdotally, in the Elder Scrolls series, I vastly preferred Morrowind's lack of unlimited fast travel. But I still used fast travel liberally in future installments, in no small part because the games were designed under the assumption that fast travel would be used. The takeaway is that you can't assume that players will ignore a feature just because they don't like it.