#indiedev #videogames #gamedev
Design thought time!
So we know video games, by nature, are not always played through entirely. In fact, check any steam achevement list and you will see a cut off where players leave stuff like rpg/platformers early, and only some play to the end.
As a writer or designer, should we front load the big punches/key scenes?
Or is the typical structure of "every thread wraps together in the end, potentially with no resolutions till then for max punch" still valid?
Design thought time!
So we know video games, by nature, are not always played through entirely. In fact, check any steam achevement list and you will see a cut off where players leave stuff like rpg/platformers early, and only some play to the end.
As a writer or designer, should we front load the big punches/key scenes?
Or is the typical structure of "every thread wraps together in the end, potentially with no resolutions till then for max punch" still valid?
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