What a great phrase to describe an aspect of game design to strive for.
https://www.raphkoster.com/2015/06/29/game-design-ux-design/
What a great phrase to describe an aspect of game design to strive for.
https://www.raphkoster.com/2015/06/29/game-design-ux-design/
A bit of juice is fine and necessary, but the moment your juice starts to look like interactive gameplay, but isn't, it went way to far and just becomes noise. I rather have some less spectacular debris I can interact with, then just a particle system filling the screen with non-interactive nonsense.
TotalBiscuit was ranting about it ages ago[1]. 2kliksphilip also has numerous videos[2] on the lack of interactive physics in modern games.
But games come out that break the mold of AAA style over substance, and sometimes they are great. Games like Stardew Valley or Valheim or Factorio had very small teams, and rudimentary graphics, and yet offered up countless hours of addictive gameplay.
What are some other examples of breakout hits?
This one talk is the reason why all of my small game projects feature copious amounts of screenshake. :)