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technicshistory.com | ||
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datadrivengamer.blogspot.com
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| | | | | I had long written off Scott Adams' Adventureland as an unsophisticated early attempt at bringing adventure games to microcomputers, vastly ... | |
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videogamehistorian.wordpress.com
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| | | | | In the 1950s, scientists would occasionally create a game as a demonstration, a research aid, or a training exercise, but these programs were usually short on interactivity and not intended primarily for entertainment. Tennis for Two can be considered an exception to this general rule, but even it was quickly dismantled after being played by | |
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www.filfre.net
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| | | | | [AI summary] The discussion revolves around the challenges and design flaws in classic adventure games, particularly highlighting issues like non-reversible puzzles, poor testing, and lack of communication between game design and player expectations. Key points include the frustration caused by puzzles that lock players out of victory unless they remember obscure details, the role of save states in mitigating these issues, and the evolution of adventure game design over time. Contributors also reference specific games and examples, such as Infocom's Zork series and Red Dwarf, to illustrate these points. The conversation touches on the importance of player feedback and iterative design in improving game experiences, as well as the enduring legacy of early adv... | |
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www.rockpapershotgun.com
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| | | It is not exactly a secret that, in recent years, Destiny 2 hasn't been doing so hot, and the games director has discussed as much in a new interview. | ||