bloodline, pls elaborate
on what you mean about control.
Is it that the game immediately respond
to your actions,
or is it that you can do alot of different things
with your player?
MikesterBrau, so if a game can always
give the user something new,
it has eternal playability?
Targhan, The push and pull that you explain
is more about the atmospheric plane IMO.
Or has this push and pull statement become
a widespread theory to explain all games
with good playability?
I too played the magnificent ff7,
but few games get me very emotional,
so I didn't run up in sephiroths face
immediately after,
but when I saw that I had to.
Besides, aerith went to a better place
inside the planet. :DD
>you can't expect people to be too happy when you only give them 1 sec worth of forward information before the event.
I so totally agree,
I hate games that expect the player
to be superhuman with enormous reflexes.
The only way to enjoy such games
is to memorize where the enemies come from.
An 'incoming' radar with 4-5 second alert
would be a good feature against this.
Another would be to make the character smaller
so that one can see more enemies in the visible world much easier. Cannon Fodder does that.
'breather points' are not only
good to pause your mind,
but the hands too,
tho children seem able to play and play forever.
The same effect can also be accomplished with
a stressless subgame or a shop.
Ilwrath, is your avatar from a game?
Thanks mucho for the info,
I feel more enlightened already.