Extra Credit has said on two separate occasions now that you can often learn more from a bad example instead of a good example.
So, in this thread, we will endeavor to do JUST that.
Name a game, tell us what it did wrong, and the lesson we ought to learn from it.
Try to be specific though, as low hanging fruits like "make you game as bug free as possible" is so easy that it is practically meaningless.
I'll start:
Game: DC vs. MK
What they did wrong: Just going to name one (even though there are numerous)
Klose Kombat is basically a blind rock-paper-scissors game. However, because all Klose Kombat options between all combatants are essentially the same, (Same damage output, same speed, same everything except the person doing it) the guessing game presented here can be easily replaced with a random number generator in it's place. Having unequal options is HOW you can make mind games interesting. (At least for a game that has an implicit aim to court competitive play audience)
Lesson learned: When making a guessing game between players, give the options some distinction beyond aesthetics. The added information about the different properties of moves means that players can now actually try to make an educated guess based on existing variables and how the player in question thinks. In other words, it encourages the Sirlin concept of Yomi.
So, in this thread, we will endeavor to do JUST that.
Name a game, tell us what it did wrong, and the lesson we ought to learn from it.
Try to be specific though, as low hanging fruits like "make you game as bug free as possible" is so easy that it is practically meaningless.
I'll start:
Game: DC vs. MK
What they did wrong: Just going to name one (even though there are numerous)
Klose Kombat is basically a blind rock-paper-scissors game. However, because all Klose Kombat options between all combatants are essentially the same, (Same damage output, same speed, same everything except the person doing it) the guessing game presented here can be easily replaced with a random number generator in it's place. Having unequal options is HOW you can make mind games interesting. (At least for a game that has an implicit aim to court competitive play audience)
Lesson learned: When making a guessing game between players, give the options some distinction beyond aesthetics. The added information about the different properties of moves means that players can now actually try to make an educated guess based on existing variables and how the player in question thinks. In other words, it encourages the Sirlin concept of Yomi.