Posted June 09, 2021
@dtgreene & @ Time4Tea
Sorry. I tried to reply but my new post is endlessly thinking about posting.
Good brainstorm session everybody. Already thinking of good names for these little mechanics. My cut 50% HP would be "fatigue". The temporary stat bonus could be "hype" or something (Hyphy anyone?). Or maybe "adrenaline"?
Quick slightly off topic story. I'm fairly athletic and wrestled in middle school and high school. My senior year I was at a match and after round 1 (there are 3 rounds of varying length but often 2 minutes) something wasn't right. Nothing hurt but I couldn't prevent being rolled (which is like 101 learn it the first day thing). I would put my hand down but it wouldn't support my weight. I was confused that my hand didn't work properly and my coach was pulling hair out watching me make a rookie mistake. Finished the next two rounds, managed to win, shook all the other teams hands (as is customary), sat down, and holy shit my hand hurt. We watched video of the match and you can see the EXACT split second moment in the first round my hand twists and bends in a way hands are not supposed to. After X-rays it turns out I had a 2 inch spiral fracture wrapping around one of the bones in my hand. For 4 additional minutes after I broke it I wrestled and felt nothing. It was only after I rested that I my little "stat boost" wore off. I think you might be on to something with that stat boost cooldown idea.
As much as I've grown accustomed to struggling in games and feeling like I just barely scraped by not every game should be like that. Most probably shouldn't. It's too niche and while some will persevere a majority won't. If a huge chunk of your audience doesn't ever see the second half of a game due to difficulty it limits their appreciation. From a financial perspective it's also a poor way to make a product. I like hashing out design ideas even if it means setting aside my own preferences.
Sorry. I tried to reply but my new post is endlessly thinking about posting.
Good brainstorm session everybody. Already thinking of good names for these little mechanics. My cut 50% HP would be "fatigue". The temporary stat bonus could be "hype" or something (Hyphy anyone?). Or maybe "adrenaline"?
Quick slightly off topic story. I'm fairly athletic and wrestled in middle school and high school. My senior year I was at a match and after round 1 (there are 3 rounds of varying length but often 2 minutes) something wasn't right. Nothing hurt but I couldn't prevent being rolled (which is like 101 learn it the first day thing). I would put my hand down but it wouldn't support my weight. I was confused that my hand didn't work properly and my coach was pulling hair out watching me make a rookie mistake. Finished the next two rounds, managed to win, shook all the other teams hands (as is customary), sat down, and holy shit my hand hurt. We watched video of the match and you can see the EXACT split second moment in the first round my hand twists and bends in a way hands are not supposed to. After X-rays it turns out I had a 2 inch spiral fracture wrapping around one of the bones in my hand. For 4 additional minutes after I broke it I wrestled and felt nothing. It was only after I rested that I my little "stat boost" wore off. I think you might be on to something with that stat boost cooldown idea.
As much as I've grown accustomed to struggling in games and feeling like I just barely scraped by not every game should be like that. Most probably shouldn't. It's too niche and while some will persevere a majority won't. If a huge chunk of your audience doesn't ever see the second half of a game due to difficulty it limits their appreciation. From a financial perspective it's also a poor way to make a product. I like hashing out design ideas even if it means setting aside my own preferences.