Chairman Yang
if he talks about books, you better damn well listen
Here are two that came to mind:
* completely removing HUDs for the sake of "immersion". It can frankly hurt the gameplay sometimes by making information harder to access. And what's immersive about not knowing how hurt I am?
* putting regenerating health systems in everything, thanks to Halo's commercial success. I mean, it definitely works for some games. But Resident Evil 4 reminded me how traditional health systems can have a level of sustained tension and strategic management that regenerating systems don't. It doesn't help that the whole regenerating concept is very incongruous and silly in certain settings (like being a WW2 soldier in Call of Duty).
I'll post more later. What do you think are some modern trends in game design that developers are blindly following, whether or not it helps their game?
* completely removing HUDs for the sake of "immersion". It can frankly hurt the gameplay sometimes by making information harder to access. And what's immersive about not knowing how hurt I am?
* putting regenerating health systems in everything, thanks to Halo's commercial success. I mean, it definitely works for some games. But Resident Evil 4 reminded me how traditional health systems can have a level of sustained tension and strategic management that regenerating systems don't. It doesn't help that the whole regenerating concept is very incongruous and silly in certain settings (like being a WW2 soldier in Call of Duty).
I'll post more later. What do you think are some modern trends in game design that developers are blindly following, whether or not it helps their game?