lexyeevee

troublesome fox girl

hello i like to make video games and stuff and also have a good time on the computer. look @ my pinned for some of the video games and things. sometimes i am horny on @squishfox



a surprising number of people have responded to the previous edition with suggestions on how to change the mechanics to eliminate the perceived problem — that players might be hesitant to open gift boxes. or, rather, that players have a reason to be hesitant to open gift boxes, because opening a gift box removes a potential platform.

but i like how they work right now. i think they're cute and distinct and interesting, and moreover they feel like they make just enough tangible sense to feel somewhat reasonable to me. you get rid of the lid, and the lid is the part you stand on, so now you can't stand on it. great. if you could stand on the remaining box part or whatever, that starts to invite questions, like: why is the bottom of the box semi-solid, but the top part of the box solid? hmm.

also, fox flux is a game about change, and gift boxes are a small way the player can change the level. it feels cheap to offer them that, but then pull back and the last second and say "well i don't want you to change the level too much! it might cause problems".

i think it's okay to have a dubious element in the toolbox — an object that could readily be used to make an incredibly obnoxious section. it's a little reminder to restrain myself while designing levels, and when the obvious obnoxious thing never comes, it's a wink to the player that there's someone over here putting this stuff together deliberately.

besides: big mario can destroy brick blocks (and is even encouraged to do so while looking for hidden items), and that's just as likely to lock you out of a path!


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in reply to @lexyeevee's post:

right now I'm writing a passage that summarises as 'playtesters can tell you what they felt but they can't tell you how to fix it.' They can tell you what they didn't like, but that doesn't mean they can tell you what's better for the game.

It is interesting to me (and by "interesting" I mean "infuriating that big blockbuster games have convinced people of this") that "I want my choices to matter" and "I never want to be locked out of anything, ever" are thought by anyone as reasonable ideas that can coexist.

so i know there are a few places where gift boxes work as shortcuts or alternate solutions

I think the danger here is if someone finds one of these solutions and thinks it is the only solution, and then not trust any boxes afterward.