Today's piece is about completionism and how game developers should design their games with regard to players who "want it all".
"Oh no, I'm missing that one side-quest item from back in that dungeon that one time. I'd better go get it... Wait, where's the chest? It was here before! Wait, you mean when I triggered that cave fall that one time it blocked my ability to get that chest? But how am I going to get the reward from that quest?! What about my sweet, sweet loot?!"
Had that happen? Ain't it a pain? This article examines these issues in games. Go read~
07/02/2018 10:04 AM