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by hbn
1405 days ago
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Is difficulty of implementation really a reliable indicator for the complexity in players understanding the mechanic? Jonathan Blow did a talk[1] at GDC a few years ago about implementing the time rewind mechanic in his game, Braid. It ended up being a pretty complex system that required a lot of ingenuity to come up with a design and implement it, but the end result is pretty straightforward and easy to understand for players. [1] https://youtu.be/8dinUbg2h70 |
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However, if you struggle to even describe the behaviour in English then it is a good indicator that users may struggle to understand it too.
I am assuming this is the case here. It may be that the OP had a very clear idea of how the gravity and all its edge cases would hang together but just struggled to code it. I interpreted the article's wording differently.
I do think not being able to simply describe a key game mechanic in natural language is indicative that it may be hard for users to deduce too.