RPGWatch Side Quest - Time Out or Burn Out?
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The Thin Line Between "Fun" and "Unfun"
March 5th, 2008, 00:28
The other aspect here is that the line between "fun" and "unfun" can actually be laser-thin.
For example, I've recently started replaying through the classic
titles and I've been struck by the difference between
(which I enjoyed playing) and
, which is proving to be an incredibly dreary game that I'm probably going to end up skipping.
The differences between these two games are not particularly large: They're both tile-based graphics. The mechanics are pretty similar. And so forth. The difference between the "fun" of
and the "unfun" of
lies in pretty subtle design distinctions: The spawn rate for random monsters. The distance between cities and dungeons. The inability to explore dungeons without first getting a light source.
These differences end up making the difference between an enjoyable hack-'n-slash gameplay and an interminable grind spent perpetually on the edge of death.
Modern gameplay is more complex, but the differences between the fun and unfun can be similarly subtle. I haven't played MotB, but the reason it just isn't "clicking" for you could be as simple as the design of the first dungeon or a slight stat imbalance in the early encounters.
Knight of Britannia
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