Unless it is hidden behind an appropriately long or difficult questline, do not just hand the player a +255 Sword of Mass Destruction, or you'll end up ruining that player's experience down the road. I'll leave the actual ideas in this bullet up to you. Metagaming is using outside knowledge to weigh your decisions in-game (such as repeatedly killing monsters in a certain area because you know beforehand you will need the money for a specific reason later). If you're feeling devious, you can also punish metagaming.Rewarding this sort of thinking gets players more involved in the game and makes it more dynamic. You can use the power-up item to boost a stat, but you can also have a quest where you turn in the item but get better rewards than if you just had used the item instead. Here's one clever example I've personally used: Have a power-up item that's also food. This can work every once in a while, but if every boss in your game follows the same formula, then it's bound to get bland eventually. Most people fall into the trap of making bosses just a stronger version of a regular enemy with no regards for strategy.
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