dialogues and comments here are the characters to speak!
In some games, the fad has crept in, pull the game to artificially the length or to make it harder, for example by objects the company still can not equal and to which we must first re-TRACE, when at the other end of the world no longer comes to mind and you could now perhaps the automatic opener but use very well. Or one the can opener has not yet realized that, because his hotspot includes only one pixel.
the kind of player is perceived as unfair and shows laziness in the design. An object can truly hide better than it is to disguise as a pixel, which is perhaps a bit brighter than its surroundings. This can be achieved for example by knowingly hide the things you would like to hide. A landmark in the area draws attention to itself and leaves another, more discreet under the carpet. Man never recorded the whole picture with a look and who sent it knows how to respond, can reach very fun search without pixel hunting. by artificial length makes the game more fun, but no longer fun. Better briefly extended as the tormented. To argue now that the character still does not know that they need the automatic opener is time, forgets that this is a game. The player knows he will need the can opener (unless is it is a red herring, which are also good way to outshine the less obvious things), because he plays an adventure and there is everything eingsackt what one gets in his nose. If the character made more stupid than the player itself comes before the restricted and lose interest.
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