Ā Ā Ā Ā Ā Ā Ā Ā Past Articles in the series can be found here
Old Man: Itās dangerous to go it alone. Here, take this.
Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Link: But, what am I supposed to do with it?
Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Old Man: <shrugs>
Some of the more thrilling parts of life are the times that youāre anxious, you donāt know whatās coming up, but itās approaching fast and all you can do is traverse yourself through it. Youāre given something new and unexpected and you are forced to adapt with the goal of thriving in a new environment. This can also be a source of fear and concern because you arenāt in the normal comfort zone that you once thrived in when getting to this point, yet youāre expected to perform at the high quality that got you to this point? You donāt even know if the rules have changed at this point, the tools being the same, or the uses of any new tools that you may come across.
Of course Iām referring to game design and not my previous post, silly person. But why canāt these causes for frustration and anxiety translate between gaming and real life? If the tools youāre given arenāt explained to you and the tasks that are presented to you require a certain level of proficiency using those tools, how are you supposed to operate at a level of high proficiency?
Continue reading “Teaching the Player p2: Reactive vs Planned Game Design” →