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Using tension to keep players entertained

In Gamasutra’s latest feature, taken from Game Developer magazine, designer Simon Strange describes the concept of “equilibrium tension”, in which opposing forces create “significantly different experiences” for the player. Capcom’s Mega Man series uses tension, but it could add more, Strange writes: Mega Man games have always included difficult jump sequences. In most cases, missing a jump means you have to start the sequence over again. But in a few spots, missing a jump means …