Tim
Level: Smitemaster
Rank Points: 1979
Registered: 08-07-2004
IP: Logged
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Re: Aspects of a great RPG hold (0)
I'm not sure what you are trying to achieve here, but an advice I'd like to give is that you should make a hold that you yourself think is fun. If you try to add everything into it you'll end up with "Design by committee".
Some other things that I would consider:
1. Confusion is never fun. Are too many choices really that fun? If I go to an Italian ice cream shop with 50 choices of ice cream I only get confused.
2. This "One correct path" thing is not a real indicator of fun. I'd say it's a (partial) indicator of difficulty.
3. If I have no idea what goal I'm trying to achieve, I get confused. If I have no indication of progress, I get frustrated.
4. If you're trying to present a really good/hard puzzle to the player, then don't distract them by putting the many options in different rooms all over the level, or using a maze format.
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[Last edited by Tim at 05-02-2011 02:52 AM : renumber]
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