![]() ![]() ![]() This is usually done out of a misguided desire for "realism", which tends to be the sort of thing that inexperienced designers put too much faith in, in general. Just putting "durability" mechanics into a game in a vacuum, without considering how it influences the rest of the game design, is what creates significant problems. Also like most mechanics, the problem tends to be that inexperienced designers assume it provides these benefits automatically, which is not the case. Like most mechanics, it can be quite useful and provide several pacing, thematic, and strategic benefits to a game design.
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