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Vermanubis
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Vermanubis
@Vermanubis
Composer & game dev I talk about jRPGs, Metroidvanias & fighting games 1/2 of @ghosthanddev
เข้าร่วม Ocak 2011
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Thought of a good example to make this a little more lucid
consider opening chests in Ocarina of Time:
Vermanubis@Vermanubis
When people exclaim "bad design" about something, that’s usually another way of saying that the person encountered an inconsistency with an expectation formed about the game early on, either by assumption or something the game communicated
English

When people exclaim "bad design" about something, that’s usually another way of saying that the person encountered an inconsistency with an expectation formed about the game early on, either by assumption or something the game communicated
Tynan Sylvester@TynanSylvester
It's underappreciated how little freedom you have while designing a game. You can't just make what you want. You have to to make what works, and you don't get to choose that.
English
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