The Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 2 个月前Three developers' different philosophies on difficulty for their gamesmedia.piefed.worldimagemessage-square542fedilinkarrow-up1937arrow-down116
arrow-up1921arrow-down1imageThree developers' different philosophies on difficulty for their gamesmedia.piefed.worldThe Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 2 个月前message-square542fedilink
minus-squareSpaceNoodle@lemmy.worldlinkfedilinkEnglisharrow-up6arrow-down6·2 个月前My point is that it’s inherently artificial.
minus-squaredrosophila@lemmy.blahaj.zonelinkfedilinkEnglisharrow-up5arrow-down3·2 个月前If you think that gameplay is just meaningless busywork in between cutscenes then sure. But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
minus-squareHonytawk@lemmy.ziplinkfedilinkEnglisharrow-up4arrow-down1·2 个月前Gameplay isn’t meaningless busywork. Tedious and boring gameplay, shrouded under the name “difficulty” is. If you have to replay the same section over and over, that is the real meaningless busywork.
My point is that it’s inherently artificial.
If you think that gameplay is just meaningless busywork in between cutscenes then sure.
But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
Gameplay isn’t meaningless busywork.
Tedious and boring gameplay, shrouded under the name “difficulty” is.
If you have to replay the same section over and over, that is the real meaningless busywork.