A short article about game UX issues that have been on my mind (somewhat succinctly, as it was originally written for Twitter).
Game designers spend a lot of time tuning the difficulty of combat and puzzles, but what about the narrative or campaign? Obtuse campaigns can be frustrating, while others “hand-hold” – rob players of gratification – if the golden path is too obvious. How can design balance these issues?
Continue reading Helping players help themselves: diegetic hints