A 24 hour gaming marathon to benefit Pittsburgh children and their familiesTune in now while I’m playing games for 25 hours!
Fez, Mark of the Ninja, FTL head up Humble Indie Bundle 9 Joystiq
Fez, Mark of the Ninja, FTL head up Humble Indie Bundle 9
Perhaps someone can help me understand why gamers feel the need to question and negate games simply because of its 2-3 hours game-play for (x amount) price. You don’t see people go into movies saying “10-20$ for a mere 2 hours. Or asking how many words per pages comes in this book”?
Yet we as gamer’s do this, as if Skyrim’s ( or any other game) 60 plus hours justify its 60$ price tag. I would rather pay x price for a 2 hour game, that is pushing the medium - then pay for a 60 hour inapt game.
It feels weird when you create a concept for a game and as time moves and it develops more; the themes and things you have to say change. I often wonder if design should be like a picture of emotion, a frozen view. For me, it gets harder writing/designing. Specially, when you don’t think like you did when you first conceived the idea & theme for the game.
My thoughts on achievements are … confused. For starters, I have absolutely zero of the “completionist” in me. There’s an itch lots of gamers have to find everything or see everything or do everything, and I don’t have it. When I finish a game having only gotten 4 out of 65 achievements, that doesn’t bother me in the slightest.
I have some issues with what could be called “achievement culture” - where developers design achievements that are either “participation ribbons” or nearly impossible to pad game length, and gamers spend more time trying to get virtual trophies and arbitrary numbers than they do organically experiencing games.
But on the other hand, I think that achievements, when done properly, can theoretically enhance one’s experience with a game. And I don’t mean just the inherent joy of seeing them pop up (which even I can appreciate).
This has to be one thing I wish would change very soon in game design. Most devs, don’t see this as a problem, which is why some create easy acquired achievements. Not realizing it creates a false gameplay loop in gamers. (Similar to Farmville or W.O.W)