Friday, 25 September 2009

romance as reward

or the troubles of Love in Game Design

http://www.gamesetwatch.com/2009/09/column_homer_in_silicon_the_ro.php

Brings up some interesting issues about how a good romance tends to require some conflict between the lovers, which tends not to come across in games... all too often we're just handing flowers to our intended partner until we build up enough affection points to score.

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