28 Dec 2003 15:50
Re: Gamedevlists-design digest, Vol 1 #67 - 6 msgs
<hamgamedevlist <at> tmachine.net>
2003-12-28 14:50:24 GMT
2003-12-28 14:50:24 GMT
> From: "Neil Stewart" <neil <at> r0x0rz.com> > Subject: RE: [GD-Design] Speed kills > helpers. By selecting the right number of helpers, novices can give > themselves just the right number of things to deal with, so that they can > drive a good lap, at full game speed, without becoming overloaded and > confused. > > You might argue at this point that this is no different to changing the > number of hits it takes to kill a monster or similar game rule changes, but > I think it is. Rather than changing the physics of the world or giving the > player more ammo/health, we leave the game world alone and simply help the > player overcome his limit on the number of things he can deal with at once. > In this sense, it is more similar to the global speed change than it is to > arbitrary game rule changes. > ... > You also don't have to limit yourself to "input helpers" like the Formula 1 > game. Anything which removes conscious thinking from the player will help > him deal with more things at once so, for example, Quake could have a "map > helper" that shows the player where he is and gives him advance warning of > armour/weapons that are about to spawn, both things that would take up quite > a lot of his "conscious runtime" if he were to do them himself. > The "Cyborg" approach to game difficulty :)...amake use of the human-player / in-game avatar interface to artificially enhance (or degrade) the abilities of the "player" (as observed by other players in the game - i.e. the composition of human and avatar). For followups, people might want to check out MUD / MMOG / RPG discussion(Continue reading)
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