ITT: Extremely clever game design
ITT: Extremely clever game design
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Wew. Is that someone's school project? Not gonna make it, to be honest.
>get to the place, beat bad guys up, get exp, repeat infinitely
>genius
Hm.
It would be clever if the crimes actually played into the main story, or presented actual narratives, but this is just typical procedural AAA bullshit.
How the fuck is that a loop? How does the reward affect a crime happening?
Wanting shinies makes you seek out crime. Cause that's why costumed heroes save people - for profit! It's genius, really.
So you're saying a for-profit law enforcement system is more effective than a non-profit one?
This isnt clever at all. XP and Tokens is simply just a way of rewarding time spent, a proper reward would be story, level/mission progression.
If your main reward for something is eXP then it just crumbles the facade that your game is simply a piece of shit that wants to pad and fill out your time with it like an RPG than as an interesting narrative to progress through.
The extrinsic rewards start diminishing and you eventually stop doing such tasks because you gain less and less meaning from said reward.
A better loop would be
Learn Idea>Game challenges your understanding of such idea>Put that understanding to a critical test and then finally your reward is unlocking more interesting ideas to learn.
Celeste is a good example of this with it's chapter 2 B-Side. You learn of a new mechanic and then the level spirals around it and tests you and upon completing it you gain more challenges and possibilities to learn more. It's both a substantial amount of intrinsic and extrinsic reward, you as the player are learning mechanics while also unlocking more situations to learn more mechanics and better yourself.
>go to place
>fight Bad Guys™
>receive token
>repeat
Whoa now this is truly innovative game design. How did they come up with this