These days, big-budget shooting games like Call of Duty and Battlefield are designed to be objects of obsession. They feature incredibly tight feedback loops: nearly every time you kill a enemy or achieve an objective, you get points towards new weapons that kill more efficiently and spectacularly the next time around. In 2009, Plants vs. Zombies hit upon a similar idea for 2D puzzle games: each time you successfully fend off the waves of zombies trying to reach your house — by placing,...
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