True Gaming What makes a game charming? |
- What makes a game charming?
- Do you guys prefer it if an online game is "progressive" or non-progressive?
- Doki Doki Literature Club made me want to play a Social/Psychological God Game.
Posted: 20 Jan 2018 11:19 AM PST Playing through Professor Layton and the Azran Legacy now and the game just oozes with charm, perhaps more than any other game I've played. It got me thinking about what makes a game world charming. One common thread is a world where the NPCs are obsessed with something quirky. In Layton, puzzles. Then there's Pokemon. Zelda usually has elements of this—with cuccos. Katamari. Obviously art style is a big element though I'm not sure how to articulate exactly how it comes into play. Any other thoughts? [link] [comments] |
Do you guys prefer it if an online game is "progressive" or non-progressive? Posted: 20 Jan 2018 12:44 PM PST What i mean is progressive games reward players with better weapons and perks and such from playing the game, which gives more experienced players a mechanical advantage over new players, as opposed to non-progressive games where skill is the only factor, and the only possible rewards are cosmetics. For example DOTA is non-progressive, and League of Legends (which is the same genre) is progressive. Personally i prefer progressive games because i like leveling up and getting loot and such and quickly get bored of non-progressive games. [link] [comments] |
Doki Doki Literature Club made me want to play a Social/Psychological God Game. Posted: 19 Jan 2018 09:04 PM PST Hah, after playing Doki Doki Literature Club, I really want to play a game where you interact with characters socially, and based on your choices, you can have a huge influence on their life and personality. (eg. it's an extreme situation, or a particularly close relationship etc.) Where tons of writing has gone in for all the different possible scenarios etc. The closest I've heard of might be something like Princess Maker, but that's more about statistics and activities, rather than conversation choices and social interaction. [link] [comments] |
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