|
![](/i/fill.gif) |
Sabrina Kilian wrote:
> appeal to the game tester type who likes to push the engine around, but
> that's it; the average player doesn't know what to do.
Well, I think most adventure games fall into that category. The point of the
game is to figure out the point of the game, in part. I know it flumoxxes
some people, but it *is* a form of game.
> It is hard to find the task if you do not have a clue how to find them.
The game *does* have to be structured well to make it obvious what the clues
are.
> I have that problem with sandbox games, personally. I want some clue
> about the game, or some goal to reach.
I agree that if there's no actual goal, it doesn't sound very fun.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
Post a reply to this message
|
![](/i/fill.gif) |