she/her 🏳️⚧️ 💜 @jubjub623d.bsky.social 💜
so, let me bring the question back: what is the most useless piece of video game knowledge you know?
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".
As ever, make the games/music/videos/writing you'd want to enjoy, and others will enjoy it too.
As ever, make the games/music/videos/writing you'd want to enjoy, and others will enjoy it too.