Matthew Jenkin's Blog
An interested muser on various game topics, particularly stories. More general bloggery can be found at gruntledluddite.wordpress.com
People get annoyed an "Inventory Tetris". What is it, why it's a worthwhile mechanic, and when should/shouldn't it be included?
A game story doesn't need to be complex, but still needs to engage the player. This can be difficult; I speculate on why this is, and (if so) how to fix it.
I recently was confronted by my own prejudices around "turtling", and much musing resulted. Is it (and similar behaviours) really as bad as our gut instinct says?
A common approach to the complaint of grinding in RPGs is adding rewards or achievements for those players that persist. Thinking about why people dislike grind may suggest other solutions.
Some ponderings on the current state of game genres, with speculation on why and how they could be better defined.
Lots of games have implemented a "morality system", but these often leave players underwhelmed. A random insight from a match-3 game suggests a reason why, and an approach to solving the problem.
Matthew Jenkin's Comments
[Blog - 02/11/2016 - 02:00]
There are certainly plenty of ...
There are certainly plenty of games that don 't suffer from this problem. But there are others where what the game wants you to do isn 't what the player wants to do. r n r nI agree that rewards shouldn 't be cheap - that 's why I suggested ...
[Blog - 07/20/2015 - 02:30]
Perhaps I was unclear. I ...
Perhaps I was unclear. I know people are generally like that, having read about the work of Daniel Kahneman and Amos Tversky. I believe these tendencies are the main driver of turtling, save scumming, etc.
[Blog - 06/26/2015 - 01:42]
Thank you all for your ...
Thank you all for your responses. r n r nPerhaps I could explain myself better and incorporate your insights and corrections . I consider grind to be a player feeling, not a game mechanic. I believe this feeling can be reduced if in-game activities are given purpose. r n r ...
[Blog - 06/08/2014 - 07:37]
That 's a rather nifty ...
That 's a rather nifty idea, especially the idea of alliances based on how similar your stats are. r n r nIn general, we 're probably talking about a distance between two n-dimensional vectors where n is the number of attributes being tracked . r n r nIt also makes ...
[Blog - 05/23/2014 - 05:12]
I think you 're right, ...
I think you 're right, which is why we need to explore other methods and techniques that fit better with an interactive system. Dynamic storytelling is one such approach. r n r nI like the idea of focusing on the richness of the setting and characters, and then having the ...