Posted 2025/06/01
This is a list of game design rules to follow in order to make a video game that I would probably like. I mainly tend to like video games that are highly accessible and reasonably deep, with an emphasis primarily on strategy and/or tactics in combat. One of the major reasons I like games like this is because I think they tend to give the player less of a false sense of accomplishment than games with other emphases.
But not very much. It is esp. good to have benefits from these types of things only up until a certain small extent, and then very fast drop-off in the benefits of improving beyond that point. For example, I think it's good if there is a large benefit in being competent at aiming, but not much additional benefit at being better than competent.
I've been playing twin stick shooters a lot recently, because:
I've been playing a lot of roguelike deckbuilders recently because: