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i just dunno if that’s true? i think continues have specific design benefits beyond practice modes. being able to play a run out after a death for practice while you’re doing attempts or slowly reducing the credits you need to clear are two, to me, valid and healthy approaches that you’d lose
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linking my thread on this here, but basically: if we actually wanted to resolve this argument we would inevitably have to embrace a data-driven approach, and i'm not sure that's a road i would want to go down in what is supposed to be an artistic medium bsky.app/profile/ziad...
i’m torn on how protective game design should be of certain experiences. i personally don’t care when a modern release allows credit-feeding cuz i know how to engage with it meaningfully. the implicit question here is which way of presenting the game will maximize the number of players who “get it”
i think the apathy arcade games have towards the player can be a strength as much as it is a weakness. the game simply exists, the player must find their own challenges as they explore it and improve. this does absolutely push people away but it also means they can be approached in so many more ways