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Game Design: Openness and Player Choice
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(03-30-2016, 03:54 PM)Gors Wrote: depends a lot on the context. This game works because it is supposed to be a simulation game. But other games that have a set focus (i.e a real story) will be harmed with the sheer amount of sidequests.

it's a case by case basis.

Haven't even watched the video but pretty much this. Like just about every other aspect of game design, it depends on the game and intent of the developer. As a lot of indie games that are thinking outside of the box are showing us, there are no hard and fast rules to game design and doing things unconventionally or in a way that may initially seem "wrong" is not necessarily bad.

Just look at Little Inferno. It's about setting fire to a range of things and is little more than a physics/fire simulator, yet (almost) the entire game is set within a single fireplace. And it has a story.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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Messages In This Thread
Game Design: Openness and Player Choice - by Koh - 03-30-2016, 02:19 PM
RE: Game Design: Openness and Player Choice - by puggsoy - 03-30-2016, 04:51 PM

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