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Examples of what not to do when designing a game? | Locked | |
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Sep 2 2014 Anchor | ||
Hello, I was wondering if anyone could give me some examples of particularly broken games? Let me go into detail of what I mean by "broken": Systemic Breaks: When the intentional design of the game makes the game unfair in some way, whether it be making the game unintentionally easy, or unintentionally frustrating. Example: In a trading game, you could sell all your cargo, and then inflate the price. You could then buy it back, and sell it again, once again inflating the price. This is a systemic break because it makes the game easy by giving the player an easy exploit for money. Technical Breaks: This is when the game just breaks. You know, when the map disappears from below you, when you die for no reason, that kind of stuff. I would very much appreciate it. Games that are fair but still bad due to plain poor design are appreciated as well. |
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Sep 16 2014 Anchor | ||
Does it ring a bell to you?
Seriously go watch the gameplay of this abomination. |
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