ChorizoPicozo
Member
This is the issue with immersive sims (as I understand )
In one phrase:
They are not user/psychologically friendly. (as in your average gamer)
Their design philosophy is about experimenting and intimately knowing their systems. That requires a lot of time and expertise (from the user) and a design structure that encourages this without feeling "cheap"/artificial or inorganic. This is incredibly hard to do.
I will argue that metal gear has elements of this as well (especially 5)
The average gamer sticks to one 'play style' or the most efficient way to accomplish a task.
I realize this with the latest Hitman, when the game "clicks" thanks to different objectives/the score system in the same level: You are "forced" to repeated the same level and use different tools.
The last part of "repeat the same level" is a no-no in AAA marketing-PR.
In one phrase:
They are not user/psychologically friendly. (as in your average gamer)
Their design philosophy is about experimenting and intimately knowing their systems. That requires a lot of time and expertise (from the user) and a design structure that encourages this without feeling "cheap"/artificial or inorganic. This is incredibly hard to do.
I will argue that metal gear has elements of this as well (especially 5)
The average gamer sticks to one 'play style' or the most efficient way to accomplish a task.
I realize this with the latest Hitman, when the game "clicks" thanks to different objectives/the score system in the same level: You are "forced" to repeated the same level and use different tools.
The last part of "repeat the same level" is a no-no in AAA marketing-PR.