Re: last repost
Learning to be aware of the difference between what I'm thoughtlessly trying to force a game to do/be and what it's actually trying to achieve has been hugely rewarding. I've gained so much pleasure from "bad" games because I've dared to engage with them with my eyes open.
Learning to be aware of the difference between what I'm thoughtlessly trying to force a game to do/be and what it's actually trying to achieve has been hugely rewarding. I've gained so much pleasure from "bad" games because I've dared to engage with them with my eyes open.
Comments
most recent was a hill-dying attempt to explain why the DQ remasters had "no excuse" to be in first person, baffling
1) Assume they were made in good faith/want to be good
2) Try to match their rhythm/style. Are they trying to be mysterious? Relaxing? Casual? Did a game actually say it was [insert genre it kinda looks like], or did you?
Which isn't necessarily going to be something you can do right away. Gosh knows how long it's taken me to get the mindset right for some games!