That gives the flexibility to offer minion types that are somewhat greater than other types, which also contributes to interest in getting further up the dungeons/mines, and to playing the game for many weeks (or more) to do so. In Iratus, that's something I love - the unlock conditions over time for the different minions. Just a chore rather than something to look forward to. The crystal-combining systems in the Diablo games annoy me. To put a finer point on it, I lament Killing Floor 2's levelling system, because if you really enjoy the game, maxxing out experience for any given class is actually fairly easy to do, and after that point you are denied any further thrill associated with said experience. I believe they did a superb job offering players unlocks & upgrade of consequence, whilst insuring that many of those things only get acquired over the course of a long period of time. I am also looking at Inquisitor: Martyr (Warhammer 40k) and admiring the amazing range of development/experience progression there. I might contend that after a time, Warframe's systems went from being amicable rpg progression to what is now intimidating grind. The key is to fashion systems that enable long-term progress while maintaining interest, and that are fun.
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