The Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 7 days agoThree developers' different philosophies on difficulty for their gamesimagemessage-square543linkfedilinkarrow-up1933arrow-down115
arrow-up1918arrow-down1imageThree developers' different philosophies on difficulty for their gamesThe Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 7 days agomessage-square543linkfedilink
minus-squareSpaceNoodle@lemmy.worldlinkfedilinkEnglisharrow-up6arrow-down6·7 days agoMy point is that it’s inherently artificial.
minus-squaredrosophila@lemmy.blahaj.zonelinkfedilinkEnglisharrow-up5arrow-down3·7 days agoIf you think that gameplay is just meaningless busywork in between cutscenes then sure. But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
minus-squareHonytawk@lemmy.ziplinkfedilinkEnglisharrow-up4arrow-down1·7 days agoGameplay isn’t meaningless busywork. Tedious and boring gameplay, shrouded under the name “difficulty” is. If you have to replay the same section over and over, that is the real meaningless busywork.
My point is that it’s inherently artificial.
If you think that gameplay is just meaningless busywork in between cutscenes then sure.
But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
Gameplay isn’t meaningless busywork.
Tedious and boring gameplay, shrouded under the name “difficulty” is.
If you have to replay the same section over and over, that is the real meaningless busywork.