Wednesday, September 5, 2007

Labor Day Delay

Hey folks. The new episode #082 of ITC has been taped, a little behind schedule due to Labor Day, but GoDaddy's giving me issues trying to post it. I do apologize, and I will have it available one way or another as soon as I can.

For next week:
Listener Simon sent us an idea for next week's show: Game Difficulty. Here's one paragraph from his email, the rest of which we'll read next week, to get you thinking on the topic:

"This one is tricky, because hard can mean so many things. First off,
it's important that a game be challenging, because it gives the
player a reason to keep going. If a game like Monkey Ball was easy
through and through, like the first five levels, it wouldn't give
players much of a reason to play through. There would be no sense of
accomplishment, which is what drives developers to make their games
difficult. But it's important that a game not be too difficult,
because the sense of accomplishment is replaced with a sense of anger
and frustration. The Ninja Gaiden series, on Xbox, was
excruciatingly hard for me. I bought it, played it for a while, and
gave up because I no longer cared about the game. It was too hard,
and for someone like me who just wants an entertaining challenge, I
did not want to spend hours beating a single boss or particularly
hard level."

Here's a link he sent us also regarding the topic:
Gamasutra.com


-Phil

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