In short, the concise approach’s predictability, intuitiveness, and designer control are both strengths and weaknesses. Predictability of response reduces frustration, but means the player is seldom surprised. Intuitiveness makes the game easier to learn, but keeps the player from attempting unorthodox solutions. Control means that the designer can keep the game progressing in a manner consistent with the design vision, but means as well that the game can never exceed what the designer imagined, have its systems truly come to life.
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Dumb fun is for everyone, even if you've never picked up a controller. It brings the seasoned pro down shoulder-to-shoulder with the bumbling newbie, and there's something really satisfying about that.
Errant Signal - Thief (1998)
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When we pushed him on why this made any real difference to him at all he relented with:
“Look, if I am going to get into anything in my games then either I want to be the person or I want to feel validated in my desire to fuck them. How am I supposed to get my jollies thinking about Ellen Page in EPS 2014 if she was with a girl? Err… actually, now that I think about it-”
As the game is called Broken Age, it’s not surprising that many of the themes in the game revolve around a broken, dystopian society. The Hunger Game-esque Maiden’s Feast involves sacrificing the town’s maidens in order to both save the town and save the maidens’ families from certain embarrassment. But, Vella is having none of it.