Changing game elements to fit than be uniform
When changing said game elements you have to see how they work/ are going to work for the given projects at hand for what you're developing. When it comes to these ideas/ themes you have a number of concepts that you can do.
At this very moment changing the normal upgrade system from a "hey you interact with this UI element" changed to a system in which you're shooting at your given choice to choose, this does make it less easy to manage for the player but does make it more unique and stylized to the game at hand, it feels more Intune.
Learning from Pizza tower that being unique/ having more of an identity matters more than being the same grey blob; that's not to diss the other systems but to say, having a unique branding in more ways that the game is being interacted with will give people more to remember about your game/ product than your competitors. Whether as a business tactic or not.
This means you can take the same gameplay mechanic/ idea and turn it into something else with how you approach the concept. That maybe have it where players are affected by the actual money they're carrying around.
Maybe have it where the player has to shoot at their upgrades.
Another great idea, maybe instead of having a prompt for the player to take away the Eve and bring out the parasites from the little girls in Bioshock, you use an actual tool that you have to walk over to and pick up to use on said little girls for the given choice.
The point is to give a brand and style of gameplay that fits in line with what you want to do.
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