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by econnors
1576 days ago
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> When designing a game, "The game is fun," is a shitty razor because it doesn't tell you how to prioritize or make trade-offs coming from countless hours of playing games and near zero hours making them, I'm curious why "this game is fun" doesn't help you make tradeoffs. I feel like concentrating on the game being fun would help avoid repetitive mechanics that would be tiresome or tedious (inventory management), frequent non-skippable dialogue, etc. Why is that not the case? |
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A game is a very carefully balanced hanging mobile of hundreds of parts and it's very hard to tweak one without risking throwing others off. Inventory management might be tedious, but it may be that simplifying that throws off other more critical game mechanics. Or it could be that the feature ended up being made worse in the process of fixing an even more important mechanic and now the team has simply run out of time to circle back and improve it.
> frequent non-skippable dialogue
Dialog usually is skippable, but if it's not, there could be reasons. For example, games pretty often rely on unskippable transitions to load content in the background and minimize time spent staring at a loading screen.
Saying "make the game fun" is about as actionable as telling a musician to "write a good song".