Checkpoints or random levels?

Discussion in 'Gameplay' started by jigglybean, Mar 3, 2016.

  1. jigglybean

    jigglybean Avid Boxer

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    Hi all
    Currently I am making a game like Phases, that will be probably/hopefully just as challenging! However, I noticed that the levels weren't randomly generated and players have the safety of checkpoints. This got me thinking for which was the best path to take.

    What do you prefer best in these types of games and why?
     
  2. heathclose

    heathclose Miniboss Boxer

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    I'm a big fan of checkpoints in general. I like to feel that I'm rewarded for mastery of a tough part... I don't like going back and repeating them, because I want to see the content when I play a game... I'm quick and to stop playing a game that seems impossible. My motivations then become internal and not external... The difference being I keep playing your game cuz "I wanna" (internal) not cuz "I hafta" (external)... And since I want to see the content, not using checkpoints keeps me from seeing what's next cuz "I hafta" repeat content to see the new... And when you make me play instead rewarding me to play, I bail.

    That's just me...:rolleyes:
     
    JustWatchApps and jigglybean like this.

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