Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I can explain some of the reasons behind this in video games. Design is hard and in some cases impossible because you want the game to be everything to everyone regardless of their play style or level of competence. This is why you get so much optional content and every decision you make has trivial or superficial consequences. Imagine mario kart rubberband mechanic outside of racing games. If done well it gives you the feeling of agency and achievement whatever you do, if done poorly you feel like the game plays itself. I remember when my innocence was shattered when I was given the task to write code that would subtly "fix" user inputs to do the "correct" thing. Makes my laugh today but back then it felt wrong for that reason.


> I remember when my innocence was shattered when I was given the task to write code that would subtly "fix" user inputs to do the "correct" thing.

I had the same feeling when playing one of the newfangled Prince of Persia games a few years ago: the 3d environment gives you the impression that you'd be much freer. But there are not-so subtle rails that you move along when doing acrobatics.

The original 2d game had simple understandable mechanics, so you knew exactly what rails you were moving on. After a while you just ignored them and though `inside the box'.

The latter style helps much more with suspension of disbelieve.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: