Thousands of professional players, millions of dollars.Ī game that can be described as "random". roll the dice and move forward and get free stuff handed to you RPG. You did read the title of the game right? Poker RPG. New to the game players expecting to already understand the complexity. I have a "main game" that I play online daily. Because you are not top level and have all the rarest items. Download the 376230490 GB game.ĭecide that World of warcraft is a terribly designed game. You buy world of warcraft, and it's 10 expansions. I don't think anybody under 30 knows what the word patience or virtue even mean. "Patience is a virtue" is something I used to hear often. And honestly it makes me weep for humanity. what I call new player complex all the time in the online community. 13, 2019 with 630,190 gameplaysīecause it is not a new game. Thought I may as well look at the current game state before submitting. Okay, I had a bunch written up and discarded it. If your main game continues to needlessly shut out all but the most dedicated of masochists, you'll be left with a tiny pool of players, word of mouth will be minimal, and both a great creative concept and the respectable amount of development effort you have put into it will end up wasted. You've got challenges and achievements and all sorts of later-game options to cater to those who want to pit themselves against the most harrowing of challenges. The multi-step, full-range RNG does nothing to enrich the experience and there would be no detriment if the outcomes were curated to a more relevant range. Most times, especially in the early part of a run where players will spend most of their time, your hand either gives you something or it doesn't with zero volition. ![]() There are brief windows when the potential brilliance shines through, when you are calculating hand odds of both you and your opponent, leveraging risk-reward for success just like in actual poker, but those are few and far between. I am very impressed with its foundational concepts and really hope the devs strike gold, but I cannot describe the player experience as anything but needlessly excruciating. When the first shop I come to in the game has weapons which trigger off a full house, 4 cards straights, or the Jack of Clubs, those are wasted UI slots, worse than if they weren't even there to begin with. Volition is what makes great player experiences. Volition is when the available options are attractive but mutually exclusive (at least in the moment) and present the player with a strategic value comparison. ![]() To paraphrase, autonomy is having lots of options, regardless of the content of those options. There's a great GDC talk about the difference between autonomy and volition. ![]() Sure, you can make the best of a bad set of options, but when the degree of randomness virtually ensures that most of your available options are unsuitable, that's just a poor player experience. Uncurated randomness is not in the player's favor, especially in long, convoluted sequences.
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