Paradoxes in game design

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Started by Legend, Sep 09, 2018, 01:02 AM

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Legend

1.  Make a game that changes difficulty based on player skill.  Good players would be rewarded by the game getting even harder.  

2.  Make a game that rewards player for using as many consumable items as possible.  Perhaps replenishing their entire stock and getting a few bonus items after ever battle.  
1. That's not a reward, that's a punishment. Physcologically players would need a narrative built around that or other rewards to make it work.

2. Then at that point, they aren't consumables. They're more like spells with a recharge time.