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by Commander Tansin A. Darcos 09/17/2013, 11:07am PDT |
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The game needs to be fun, not frustrating.
That's why, when I wrote "Patty Flinger," I added the extra points if you got closer to the target because the game is hard enough as it is, that if you do luck out and hit close to the target, you should get some points. But you can't get them if the board is less than 4x4 because then you could just do a 3x3 grid, always shoot at the center and then you'd always be within one square of the target.
And you can't always win. Part of the idea of playing - except for sandbox games or construction games where there is no competition - is that you can lose. A (competitive) game where you can't lose is not going to be fun. Beating the game returns some satisfaction to the player, a sense of accomplishment. (A player in a sandbox or builder gets that from what they constructed.)
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What does a game designer need to know to create good mechanics? Good story? by fucking newbie 09/14/2013, 6:08pm PDT 
I am hijacking this thread to talk about how much I hate Extra Credits by WITTGENSTEIN 09/14/2013, 6:25pm PDT 
The Extra Credits writer was an evercrack addict and cried about it on the show by fucking newbie 09/14/2013, 8:16pm PDT 
"Is this fun?" by fabio 09/15/2013, 3:58am PDT 
I think it depends on the type of gaming you're making, "Fun" is a good start... by Worm 09/15/2013, 11:33am PDT 
They should ask themselves: by Fullofkittens 09/15/2013, 2:38pm PDT 
Ten pages of this in the New Yorker. Well, let's see how it goes. NT by fucking newbie 09/15/2013, 8:16pm PDT 
Re: What does a game designer need to know to create good mechanics? Good story? by Entropy Stew 09/15/2013, 4:22pm PDT 
I'D BUY THAT FOR FIVE DOLLARS! (adjusted for inflation) NT by That guy from Robocop 09/15/2013, 8:25pm PDT 
We'd call it PI the movie NT by Directed by Arraanoofsssky 09/18/2013, 1:23am PDT 
Too much inbred creativity by Lurker 13243 09/16/2013, 4:02am PDT 
This is all 100% correct by fabio 09/16/2013, 3:53pm PDT 
I have a lot of hope for these "millennials" by Fullofkittens 09/16/2013, 5:03pm PDT 
I thought Gen Y was Millennials? by WITTGENSTEIN 09/16/2013, 5:41pm PDT 
don't think there's a name for the new kids yet by jeep 09/16/2013, 8:50pm PDT 
Generation Z or millenials both apply, but here's the real name: by fucking newbie 09/20/2013, 1:06pm PDT 
Or you're only seeing the top percentage that manage to get work NT by fabio 09/16/2013, 10:56pm PDT 
True. NT by FoK 09/17/2013, 3:55am PDT 
If the movie rule is "Show, don't tell," the VG rule is "Do, don't show." by Mischief Maker 09/16/2013, 5:45pm PDT 
If the movie rule is "Show, don't tell," the VG rule is "Do, don't show." NT by <- not bad ( jeep ) 09/16/2013, 8:52pm PDT 
Without friction, there can be no pleasure. by Jerry Whorebach 09/16/2013, 10:20pm PDT 
Re: What does a game designer need to know to create good mechanics? Good story? by Ice Cream Jonsey 09/17/2013, 12:11am PDT 
I agree with Jonsey. by Jerry Whorebach 09/17/2013, 1:30am PDT 
Whoa! by Ice Cream Jonsey 09/17/2013, 10:18pm PDT 
I'm pretty sure they're still pathetic and mewling children. by Jerry Whorebach 09/19/2013, 1:32am PDT 
You should try playing OFF. NT by http://offgame.wikia.com/wiki/Downl 11/03/2013, 3:13am PST 
also good NT by jeep 09/17/2013, 10:00am PDT 
Re: What does a game designer need to know... by Commander Tansin A. Darcos 09/17/2013, 11:07am PDT 
I'd love to see a Gamasutra postmortem of Patty Flinger NT by Entropy Stew 09/17/2013, 1:52pm PDT 
your ator sucks bro give up by go fuck YOURself, too 09/17/2013, 4:57pm PDT 
No, it's true by Ice Cream Jonsey 09/17/2013, 5:31pm PDT 
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