I thought this was an interesting YouTube, maybe a little repetitive, but I liked the main discussion it was presenting: which is the more appealing game design philosophy in your opinion/to your...
I thought this was an interesting YouTube, maybe a little repetitive, but I liked the main discussion it was presenting: which is the more appealing game design philosophy in your opinion/to your preference --
A game like Elden Ring which allows you to circumvent the difficulty some with the use of summons or cheese tactics by way of certain weapons or abusing the level design, but allows you to play in more ways overall with greater weapon variety, magic, ranged attacks, which allows for more freedom but less nuance to all those different ways to play, or...
A game like Sekiro that there is really only one intended way to play, but that way is very nuanced and thought-out as the main game system? (In Sekiro's case, it would be the "dance" of knowing when and how many times to parry, when to dodge, when to attack in a given moment)
Nevermind stuff that might put you off From's game design in general that carries over to both games (having to restart at checkpoints each death, unclear direction on what to do or where to go, ambiguous quests, to name the more common complaints), lets talk about the idea of more options; less depth, vs less options; more depth
I thought this was an interesting YouTube, maybe a little repetitive, but I liked the main discussion it was presenting: which is the more appealing game design philosophy in your opinion/to your preference --
A game like Elden Ring which allows you to circumvent the difficulty some with the use of summons or cheese tactics by way of certain weapons or abusing the level design, but allows you to play in more ways overall with greater weapon variety, magic, ranged attacks, which allows for more freedom but less nuance to all those different ways to play, or...
A game like Sekiro that there is really only one intended way to play, but that way is very nuanced and thought-out as the main game system? (In Sekiro's case, it would be the "dance" of knowing when and how many times to parry, when to dodge, when to attack in a given moment)
Nevermind stuff that might put you off From's game design in general that carries over to both games (having to restart at checkpoints each death, unclear direction on what to do or where to go, ambiguous quests, to name the more common complaints), lets talk about the idea of more options; less depth, vs less options; more depth