Game Decisions

Never have I actually thought about the times that I get in the zone when playing a video game to actually be something the game developers wanted to design their games around but it makes total sense now that I have read about it in 

https://tudublin-my.sharepoint.com/:b:/g/personal/shaun_ferns_tudublin_ie/Ed6fm3O1XzJIirBCIEW08IEBFN4xGQRQLF_YxyXkC8wm5Q?e=wCoHMd 

https://tudublin-my.sharepoint.com/:b:/g/personal/shaun_ferns_tudublin_ie/EQrUFncSXXRMi8IDmBZSrRABi9lncA_44NdphkcqQKLaWg?e=endYl5

and

https://learn.canvas.net/courses/3/pages/level-6-dot-0-decisions-decisions?module_item_id=44556 

I mean whenever I got into the flow of a game I always imagined that was something I did myself and initiated but I have never thought about it that game designers cater for or expect, these reading have made me think back on multiple games and made me realise "OMG yeah the only reason that was there/ this event happened/ there was a cutscene before that task has literally been just to get me into the flow and ramp up or slow down the games I play", saying that I can also think of a lot of other games that actually break this convention and I feel don't have a very good flow E.G. the Final Fantasy 7 Remake has an incredible flow throughout its story ramping gup the difficulty and skills as the game progresses and getting the player in the zone VERY effectively with it's master class sound and visual design, battles system and cutscenes, however I always seen the side quests that are optional throughout the game as total slugs, something that instantly takes me out of the flow and admittedly I hope they are redone in the sequel to be a bit more flow orientated. Instead of asking me to talk to multiple NPC's across the sprawling map maybe have battles lined up for me with dialogue in the background to keep the flow going, like in The Legend of Zelda: Age of Calamity.

Pepe in the Zone
Pepe in the Zone
Link- https://www.pinterest.ie/pin/683702787178736147/


Comments