I personally like the early access model. You get the choice to play the game now, as-is, or wait for the developers to call it finished. Last Epoch is a great example. In its current state, it is absolutely not finished. It still gave me hundreds of hours of entertainment, though, and I expect I’ll get hundreds more when I revisit it again when it’s officially launched.
At some point in this millenium, it became ubiquitous in games to ask for a button press before switching to the main menu and it has become a pet peeve off mine....
I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
A Plague Tale is an incredible example of what can be done with a linear design. Both Innocence and Requiem were amazing.
Open world games like the Witcher 3 leave the player with this really weird interaction with plot urgency. I’m looking for someone but just barely missed them? Hurry to the next town so I don’t miss them again? But then zero consequences when I ignore that quest for twenty levels.
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Baldur’s Gate 3 Is One Of 2023's Best Games, Don't Turn It Into A Weapon (kotaku.com) angielski
The success of the Dungeons & Dragons RPG has kicked off a fiery debate about game development, AAA costs, and players’ expectations
I don't want to "Press any key to continue" to the main menu
At some point in this millenium, it became ubiquitous in games to ask for a button press before switching to the main menu and it has become a pet peeve off mine....
What game mechanics do you love and hate? angielski
I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.