Why Higher HP and Higher Dmg output doesn't work for interesting gameplay
The reason why you have this being the issue is that more of the same mechanical challenges/ depth, there isn't a change in tactics with stall in this regard. Now don't get me wrong; tactics and strats revolving around different tools providing higher HP or harder to kill is fine.
Not counting things like immortality field. The higher the reward the more risky it should be to keep that tool or reward going. Looking at the Youtuber DapperWafles where he mentioned during a FNAF world challenge run that the gameplay was too easy still with his knowledge still being insanely useful and causing him to beat the game very easily still.
This drum I've been beating for the longest time; high HP and high DMG; does not mean you magically need to change strats unless you have different abilities or tools being used at hand.
If you bench 200 LBS, your still using the same methods to bench 300 LBS. You're just eating more.
So how do you make higher HP and dmg interesting then? Simple, you have mechanics and interactions that change how gameplay is affected when it comes to these factors.
Instead of having only high HP, you have enemies that the boss spawns that'll heal them up. Instead of having straight up high attack power right away; you have an enemy that powers itself up to get more raw power.
You have tactics and methods that flip the base gameplay upside down on it's head! You do changes that force the player to learn more or to tackle the problem from a new angle.
Heck maybe instead of higher HP you make it resistant or take less dmg from certain damage types. Maybe instead of dealing more dmg you have the boss change your type so you take more damage!
The point is you need more than straight up bigger numbers, even clicker games don't only have challenges being straight up, "number go bigger only" route even if that's the majority of the gameplay.
Even something as simple as, "oh the boss has life steal on attack" those mechanical interactions change how the player can engage and interact with the system at all.
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