I am the Battle Armoured Dragon Assault Strike System
Games are a good way to relax after a hard day. If you make maximum efforts, the game will reward you, and you will restore your murdered mood with a calm conscience, because you will feel that you have achieved something. In this regard, the games are very drawn, they give you the opportunity to win, pushing you to this. Unfortunately, there is a game dependence on this in some people who are intoxicated by a sense of constant success. But today is not about that, today about an interesting way of the player’s remuneration for his work is the destruction of the built gameplay.
Most games are built on putting a certain framework for the player in their gameplay, the rules that must be observed. Because without order, everything will be a uniform chaos. Even in the most “elongated” games there are restrictions in GTA so that the player does not go beyond the map, everything is surrounded by water so that he does not bother to constantly kill passers -by, there is a police that works like white blood cells hunting for a virus. Minecraft has creepers and other monsters that do not allow you to calmly build at night or on an ongoing basis. And so on.
There should always be a parent who will tell you that by eating so much chocolate you will become bad for you. But what if, we enter the player into certain restrictions on the gameplay, not giving him complete freedom, and then for his efforts we will reward him with the fact that we will remove all these restrictions. We will force him to untie the Gordians of the Knot, and in the end, for all the efforts made, give him a sword to cut him.
Remember how at the beginning of https://shufflecasino.uk/ the fourth Saints Row we were placed in a virtual city of the 60s, where we could move only in a strictly limited direction and how we were then rescued and gave weapons to get out with all with the help of insanity and violence. It was fun. But this is only a small fragment from the beginning of one game. And we want to build the whole game around a strictly defined gameplay, such as it was in Journey. You have a strip of energy, in the form of a scarf, which is spent on jumping and is replenished only from flying red shreds of fabric or with the help of another player (a very cool system of interaction between players by the way. The player’s voice works as a communication tool and as a recharge system). At the end, the game rewards the player/players for the journey done, you can fly and soar without any restrictions at the last level, feeling that you have gained new wings and that nothing will stop you on the last way to the cherished peak. They gave you the code for endless energy, have fun, you deserve.
This was still in Inside. The whole game you are a little boy who is trying to hide from evil adults and evil adult dogs who obey the totalitarian regime. You are small and defenseless, you cannot repulse. You can only run away or outwit everyone. And therefore, when at the end of the game you become a giant hilt-bolt from Chernobyl, who has fallen throughout the royal army, capable of just crushing everyone who comes across your path, you feel something pleasant inside. No hide and seek, I only move forward breaking everything in my path.
What else. In God of War III, after you performed perfectly everything QTE, knocked out every combo, knocked out all the shit of Olympus and get to Zeus, you are given the opportunity to knock out the last divine shit out of this old bastard until you get tired and his head will not turn into a continuous bloody mess. Three games. Three games we wanted revenge. And here she is, knock her out of him as much as you want. No combo, no QTE, no third -person cameras, his face and your fists.
In Fez, you could turn the character with the world on only four sides. Because of this, some inscriptions in the rooms were difficult to read, because due to the prospect, objects in the room could close them completely. But when you go through the game, they give you glasses and you can already look from the character’s eyes freely and make out the whole room thanks to this. Like a guest from a three -dimensional measurement, which fell into a two -dimensional dimension, you feel a step above the rest. You can see what they cannot. For the first time, it was an unusual feeling, as if he had opened the first -person mode in the game in which it should not be.
An interesting way to reward the player, to give him the opportunity to feel like the god of the game for his efforts. The opportunity to destroy the foundations accepted by the game, in which he was for so long. Of course, you can do the opposite, make the player almighty initially and then take everything away from him so that he has to strive for something throughout the game. In Castlevania: Symphony of the Night, you could incinerate enemies at the beginning of the game with a touch alone. And now death has taken away all your strength from you because of which now to the status of “destroy everything with one look” will have to be reached by yourself. As in Darksiders, in which you are the rider of the apocalypse, and picking angels from the teeth and cleaning the sole of the shoes from demons, this is a typical routine. Boom, and now you are just a healthy, evil man. In these games, the player himself must reach the previous status. Because he taste it is cool.
The idea of such an approach to the last stage of the game is like an IDDQD game sewn in the very game, which you have to earn if you do all the lessons. Yes, you can slip and eat one tile until no one sees, but you will not get that sense of satisfaction as if you suffered longer and brought more efforts. Because the feeling from achieving will be more pleasant and will be remembered for you for the most time.
In general, extremely interesting mechanics. The next time you create your own office clerk simulator, do not forget to give the players at the end of the game a shotgun and endless cartridges for it. To enjoy revenge on all these bureaucratic pigs that were put here.