Reverse Engineered Imitative Fallacy


Reverse Engineered Imitative Fallacy :

The idea is there are some facets of video games that are best abstracted, and there are some that are best experienced. The reverse engineering part is when a designer looks at a video game abstraction and seeks to abstract off of it. But instead respecting or preserving the aspect of the design must be experienced, the developer abstracts. This reverse engineering attitude is usually expressed with thoughts like "why do we need to have this feature? Why do we need to make the player do this?" If you ignore the journey and devalue the experience working up towards something, then it makes sense to start off a Metroid or a Zelda games giving players "all the powers/items at the beginning." This kind of thought process inaccurately looks at what these elements are (gameplay elements), how they're revealed (gradually and with tutorials), and that the gameplay experience of these elements cannot be abstracted (because they're skilled based)

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