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Old 02-03-2009, 09:39 AM   #41
SuperEdy
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Join Date: Jul 2008
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Action sequences in adventure games are usually badly implemented, repetitive and frustrating, even when they are decent they add nothing to the final product; the developers (or the publishers, maybe it's their obnoxious influence?) hope to reach a new public by adding them (Dreamfall is a clear example) but they end up displeasing everyone.
I think they are just wasting resources that are better spent elsewhere.
By making the sequence skippable you're just admitting that there's a flaw in it, if the design was good it wouldn't be necessary to skip that part, it would flow with the game, a better solution would be decreasing the difficulty automatically and transparently (the more you try the easier it gets), that way the user will feel like a winner, not a quitter.
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