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Joined 2 years ago
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Cake day: June 7th, 2023

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  • There would be lots of ways to make the style meter matter more that didn’t feel too forced.

    Agree that maybe you could lose health if you’re not on beat, and gain it back for being on beat.

    Nerfing move damage if you’ve used the same one too many times could also be a way. I know you get more style for varying your moves so it’s almost there.

    Creating intrinsic motivation in the player is a tricky one to pin down. The player needs to be invested themselves to want to do a self-guided goal, almost by definition. Pokemon nailed it by having an anime, banger song, and gambling-adjacent card collection game (all of them being insanely popular) surrounding the gameboy games. That fed into the desire of players to catch em all massively.



  • Fair enough feedback.

    I think it’s up to the game designers to motivate certain playstyles. If there was a reason beyond the personal self imposed challenge to attain S rank in every fight, that would be a motivation, but there isn’t a style rank cutoff for completion.

    I didn’t play Rhythm Master but it sounds like that should be the default difficulty reading the wiki now.

    To be more accurate, I refrained from spamming abilities for 90% of the game and did use more than 3 attack combos. But the option to just do that was there. It was not my main criticism of the game anyway.

    I should say I approached the game with an open mind, maybe a little too hopeful by the hype, and I grew up in the 5th/6th gen of consoles, so understand the game is a PS2 throwback in terms of the design.

    Never have I given DMC a fair shake, maybe that’s the kind of audience the game was going for.

    Ultimately yeah, I’m saying the game isn’t for me. But I often hear the game in discussions of what the industry is missing in terms of game design, and I don’t think I agree that it’s worth that level of praise.