#playthis Death Stranding

a 3-view at 1/1250th scale of the yamato, which doesn’t look like a person at all to me
Quiet’s XOF outfit
  1. Fetch quests. Believe it or not, I once sat across from a man who ran a 300 person studio and had to explain to him what a “fetch quest” was and why most players generally looked upon “fetch quests” as boring. Put simply, a fetch quest is a task where you are asked to go get something and take it somewhere. “I need you to get me 5 bear hides! Go kill 5 bears and then bring them back to me!” Does that sound dramatic to you? Or does that sound like a chore? As a player, why would that be interesting or compelling? It mostly isn’t. It’s filler.
  2. Meaningless Upgrades. In a game, you generally do stuff to get things that make doing the stuff easier, which then opens you up to doing more stuff that you had not previously done. The problem is, a lot of games are really stingy with upgrades. A friend at Ubisoft and I were talking about this thing once, and we both agreed that the best upgrades are the ones that matter. A 1% upgrade to your magazine capacity in a 6-round shotgun does nothing. If it takes two trigger pulls to kill a specific unit and you upgrade the shotgun so it only takes one, that’s a meaningful upgrade.

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I do some freelance work, game design consulting, and I’ve worked on games Hardspace: Shipbreakers and created games like Adios and Paratopic.

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GB 'Doc' Burford

GB 'Doc' Burford

I do some freelance work, game design consulting, and I’ve worked on games Hardspace: Shipbreakers and created games like Adios and Paratopic.