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Marc McGinley
@marcmcg
Game designers try to always telegraph game state to the player to guide them. Design (UX) conventions can be useful, because players recognize patterns. Green means good, red means bad etc But these can sometimes be a trap. Itβs too easy to follow them blindly. Example: π§΅
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iSpeakNerd π§ββοΈ
@ispeaknerd.eth
Great 𧡠In-world signals much better for immersion π― keeps us hooked Similar to lessons from DnD, never use in-game systems to punish *player* behavior (remove gold, destroy items, random disease, etc) for horny bard syndrome, murderhobo, etc; gotta direct interact w/ *player* to address thanks for sharing
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