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May 19, 2003 Link to this post Hamilton waxes sage You want to give the player choice -- or, in a certain sense, the illusion of choice. As a designer, there's the one best experience -- in our genre, that is. There's one best experience you want the player to have. Usually you want to make it clear to the player what they're supposed to do, and sometimes if you're good they'll think they thought of it themselves. Go read the rest of it. Thanks to Halo-Game's Eclarap for the heads-up. (Louis Wu 17:20:47 UTC) |
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