This is just a thought I've had, and I'd like to share it.
So, my dad Played Bejeweled 2 for a few years. His tech guy got it for him for the home computer and my dad ranked up many high scores. He adored the game. So, for Christmas, I got him Bejeweled 3. The new one with all the new features.
Just now, I walked out into the dining room and saw he had a cube I recognized from the Facebook version: The cube that eliminates both a row and a column. He started teaching me about this cube he probably had encountered half a dozen times.
So, in a simpler sense, a game has taught my father, who is almost 60, new game mechanics.
This should be a lesson to developers. The devs should nail down one mechanic that works well, then add mechanics that make the player think in new ways. Many devs simply latch onto one mechanic and don't try new things for it. Call of Duty, much?
Just a thought. Expand on what you can do. Any examples you have of this working?
So, my dad Played Bejeweled 2 for a few years. His tech guy got it for him for the home computer and my dad ranked up many high scores. He adored the game. So, for Christmas, I got him Bejeweled 3. The new one with all the new features.
Just now, I walked out into the dining room and saw he had a cube I recognized from the Facebook version: The cube that eliminates both a row and a column. He started teaching me about this cube he probably had encountered half a dozen times.
So, in a simpler sense, a game has taught my father, who is almost 60, new game mechanics.
This should be a lesson to developers. The devs should nail down one mechanic that works well, then add mechanics that make the player think in new ways. Many devs simply latch onto one mechanic and don't try new things for it. Call of Duty, much?
Just a thought. Expand on what you can do. Any examples you have of this working?