Making your primary controls or game design worse to make a secondary control setup better is a bad idea.especially when you can simply rebind keys instead and the whole problem is solved. Of course, you probably figured this all out, because you're so intelligent and all.īased on the OP people not knowing there were diagonals was a listed reason for them being removed. When it's awkward to control, it's much easier to decide to just stop playing, or to not buy the game. They're not removing diagonals because people won't be able to figure out how to do them it's that it's awkward to control on a D-pad or without a numpad (like many modern laptops lack). Roguelikes take some degree of intelligence to be good at, and if a person is so sub-par intellectually that they cannot figure out how to move on diagonals, this wont be the game for them, and they will rage out and quit, and leave a bad review, soon after buying it regardless of the appeasement given to them. what else was compromised behind the scenes to make the game more "accessible"? Ill wait and see the reviews I guess to see if its something I might be interested in regardless, but meh. Any other future perceived "accessibility" problem will be met with blunting of other game dynamics. But if the dev is willing to compromise such a basic, foundational dynamic such as diagonal movement, money is on their mind, not a great game (unfortunately he'll end up with neither, most likely). Have been looking forward to it after playing DoomRL a lot recently. Game wont last long will probably be abandoned mid-way through development. Sacrificing game dynamics to accommodate stupid people ends up making a game that could have been great, but was compromised for the perception that doing so would lead to bigger profits. Originally posted by Lunático: and if I have to be honest I don't like the idea of accommodating people who can't figure out how to move in 8 directions. So what do you think? is this a good thing in the long run since more people means more funding and thus more going into development? or are changes like this risking to water down the experience in the search of a broader audience? How would I resolve the issue? hell if I know, I'm not a clever man and game design questions are a bit above my pay grade, but I do think it hurts the end product to go ham on it, playing a roguelike without diagonal movement feels a bit wrong, and if I have to be honest I don't like the idea of accommodating people who can't figure out how to move in 8 directions. While I don't think this is a deal breaker all things considered, I also think it's worth asking other players what they think, since the question of accessibility gets tossed around fairly often these days, and Discord is not really suited for this conversation. "It was hard to come up with a sensible dodge system without them." " Honestly, I would rather have them, but needed to part with them for the greater good -_-" "I've had several people send me bug reports of inaccessible levels in DoomRL, turned out that they never noticed there is diagonal movement." When I downloaded the free demo I noticed that compared to DoomRL this game is restricted to 4 directions, so I ended up asking about it on the Discord and according to Kornel this was done for accessibly, both to accommodate gamepads, laptops and I assume also people not used to roguelikes.Īs he put it on the Jupiter Hell channel of the server:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |