What is the value in gating mechanisms that cause people to stop playing the game forever?
So many games are now much more than a skill test, but even with older games you would see strange driving or boss or puzzle sections that are simply miserable for some players.
Let's assume the game has a checklist for content that was passed with or without gameplay.
- How would you feel if all games had a 'autopilot' mode which allowed the game to play itself for a while?
- Is it better that players see no more of the game because of small pockets of content that they hate playing? Is skipping content so bad?
Speaking as a game designer, I'm currently trying to decide how best to balance challenge with players dropping the game forever.
So many games are now much more than a skill test, but even with older games you would see strange driving or boss or puzzle sections that are simply miserable for some players.
Let's assume the game has a checklist for content that was passed with or without gameplay.
- How would you feel if all games had a 'autopilot' mode which allowed the game to play itself for a while?
- Is it better that players see no more of the game because of small pockets of content that they hate playing? Is skipping content so bad?
Speaking as a game designer, I'm currently trying to decide how best to balance challenge with players dropping the game forever.