• How Games Use Feedback Loops | Game Maker’s Toolkit
    6 replies, posted
[media]https://www.youtube.com/watch?v=H4kbJObhcHw[/media]
The suggestions that he gives for fixing the issues in XCOM 2 feedback loops are literally all in the expansion pack that came out last year. [editline]9th January 2018[/editline] The funny thing is that they didn't really help, XCOM 2 late game is easier than ever in WOTC.
[QUOTE=Mort Stroodle;53038403]The suggestions that he gives for fixing the issues in XCOM 2 feedback loops are literally all in the expansion pack that came out last year. [editline]9th January 2018[/editline] The funny thing is that they didn't really help, XCOM 2 late game is easier than ever in WOTC.[/QUOTE] I'd argue WotC is easier late game than vanilla but is also much less boring. If you're going to be steam rolling the enemy it may as well be a fun steam roll
well presented, well articulated, and very cohesive. incredible video
[QUOTE=Mort Stroodle;53038403]The suggestions that he gives for fixing the issues in XCOM 2 feedback loops are literally all in the expansion pack that came out last year. [editline]9th January 2018[/editline] The funny thing is that they didn't really help, XCOM 2 late game is easier than ever in WOTC.[/QUOTE] I think the comments mention some hidden negative feedback in xcom 2, where your accuracy is boosted if you're doing really shit
I love learning about concepts like these. It just reminds me that there's so much more than you think going into modern game design than what you see on the surface.
Minor niggle, Tekken 7 [I]does[/I] have a negative feedback loop - in the clip of gameplay footage he's using, both players are in 'rage mode' which occurs when you hit a certain hp pool, giving you access to special moves and increasing your damage otherwise the video was grand
Sorry, you need to Log In to post a reply to this thread.