The Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 2 months agoThree developers' different philosophies on difficulty for their gamesmedia.piefed.worldexternal-linkmessage-square542fedilinkarrow-up1936arrow-down115
arrow-up1921arrow-down1external-linkThree developers' different philosophies on difficulty for their gamesmedia.piefed.worldThe Picard Maneuver@piefed.world to Gaming@lemmy.worldEnglish · 2 months agomessage-square542fedilink
minus-squareSpaceNoodle@lemmy.worldlinkfedilinkEnglisharrow-up6arrow-down6·2 months agoMy point is that it’s inherently artificial.
minus-squaredrosophila@lemmy.blahaj.zonelinkfedilinkEnglisharrow-up5arrow-down3·2 months agoIf you think that gameplay is just meaningless busywork in between cutscenes then sure. But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
minus-squareHonytawk@lemmy.ziplinkfedilinkEnglisharrow-up4arrow-down1·2 months agoGameplay isn’t meaningless busywork. Tedious and boring gameplay, shrouded under the name “difficulty” is. If you have to replay the same section over and over, that is the real meaningless busywork.
My point is that it’s inherently artificial.
If you think that gameplay is just meaningless busywork in between cutscenes then sure.
But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
Gameplay isn’t meaningless busywork.
Tedious and boring gameplay, shrouded under the name “difficulty” is.
If you have to replay the same section over and over, that is the real meaningless busywork.