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June 24th, 2013, 00:40
Originally Posted by Sacred_Path View Post
My point still stands; how would you make the player care about failure, with an intensity equal to combat, without actually engagin in combat?
Combat (in a game) is not necessarily intense, engaging or even interesting just because it's combat. I have played games with very dull combat indeed. And Tetris makes you care intensely about geometrical shapes. As I said, it's all about immersion. A good gardening simulator would make me care intensely about pest control and pruning.
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