When the player sees the challenge - Videogames Blogs

When the player sees the challenge



The good thing with Mario Maker is that it makes it easy to illustrate how Mario games are built and where are the high-quality level design element. One point for which I had hard time to understand Kirby Kid's discourse was about coins placement. He typically objects that rings in Sonic are less interesting than coins in Mario
because some rings can't be obtained in one play through, the encouraging function of the rings becomes diminished. [...] Instead of saying "you can do it, keep trying," they say, "too bad you missed. better luck next time."I ultimately got the true meaning of that thought while watching "Super Mario Fixer, episode 2" and see how KirbyKid played it, how he pushed effort into getting all the coins doing only one jump per platform, without going backwards. An exercise that may sound futile at first but that he describes as "recognize the challenge for themselves and let the player go for them".
Vous vous souvenez de Kirby Kid et de ses précieux commentaires sur le gameplay de ce qui devait devenir School Rush " Un que je n'ai toujours pas pris en compte -- parce que je n'en comprenais pas la pleine mesure -- c'est la nature "généreuse et dense" des bonus sur les niveaux de School Rush. Forcément, il y en a assez bien, entre autres parce que c'est un enfant de 4 ans qui a choisi où les placer.

Où est le problème donc " Eh bien, voyez-vous, si les bonus sont bien positionnés, ils peu...

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Xbox TV : Les news de la semaine avec Shyvahna (les sorties de jeux, les entrées dans le Game Pass)

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