— 1pxg — 1 min read
This prototype is very similar to yesterday’s in its general form, the only thing that changes is the graphical appearance of the tolerance. I’ve turned it into a less violent flicker than the “lose” state in order to measure the effect of graphical artifacts. The new systems goes like this:Maybe it’s just me, but I get the feeling that this version feels less hectic than the previous one. I believe it’s due to the fact that with the tolerance mechanism, you are always *catching up* to the system, whereas with the warning mechanism you *anticipating* it. Catching up generates a feeling of urgency or surprise, while anticipating gives a feeling of control.
And this is for a simple system… In most modern videogames, the sum of all the small passive influences the varied and detailed graphical objects have upon us often outweigh the strong influences of the game system. In short, this gives credit to the expression stating that graphics can either “make or break” a game.