tag:blogger.com,1999:blog-3352155589322140093.post2045943162647359752..comments2015-08-13T13:23:23.270-04:00Comments on That's a Terrible Idea: Chokepoint Hell: A Strategy Game Staplemotstandethttp://www.blogger.com/profile/06296441082624422375noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-3352155589322140093.post-71619300406047633352011-03-03T11:13:24.880-05:002011-03-03T11:13:24.880-05:00An interesting topic.
Somewhat unrelated, having...An interesting topic. <br /><br />Somewhat unrelated, having played Eve online I eventually come to think of the stargates found ingame in every star system, as being effective bottlenecks or chokepoints if you will, pitting players against eachother in a more forced way.<br /><br />And I think this form of bottlenecks in a game easily becomes a dumb and a lacking game design, in games that otherwise could be understood as offering tactical options to the player.<br /><br />So I imagine "bottlenecks" in a game, are imo an easy way to pace the game, promoting meaningful player interaction, as opposed to meaningful player interaction that would otherwise require more time, effort, concentration or patience with each player.<br /><br />Still, I would happily try to design a very convoluted tactical game. Preferably a Cyberpunk 2020 game, I think that would have been fun if I could ever work with game design. I imagine that it would be sort of necessary for making sure, that any convoluted player options can function repeatedly without becoming particulary boring or meaningless.Anonymousnoreply@blogger.com