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Dec 2, 2017 at 20:54 vote accept reincarnationofstackexchange
Oct 5, 2017 at 16:50 answer added ND523 timeline score: 1
Oct 5, 2017 at 16:33 answer added Emile timeline score: 1
Oct 5, 2017 at 15:27 answer added altskop timeline score: 2
Oct 5, 2017 at 15:04 answer added Ruther Rendommeleigh timeline score: 1
Sep 7, 2017 at 7:31 comment added Stephen If it's a linear story then it's up to the game maker to have a reason to go back. Look at the Borderlands series which uses the same locations multiple times as a reason to progress with enemies to suit. Only in open world games do you need a reason for the player to go back.
Aug 31, 2017 at 13:01 history tweeted twitter.com/StackGameDev/status/903241273502552065
Aug 27, 2017 at 14:33 comment added Nicol Bolas "I want my game to be dynamic and ever-changing, with things to offer at every location, at every point in the player's game progress" Why do you want that? Are you not giving players new locations to go to? As long as the player is interested in continuing to play the game, I just don't see the problem with them not wanting to revisit old areas.
Aug 27, 2017 at 11:18 answer added Philipp timeline score: 1
Aug 27, 2017 at 11:03 comment added Philipp Have you played any of the Disgaea games? They do a really great job at both keeping low-level content relevant throughout the game and also demonstrate their ability to upscale and downscale the levels of fights at any time.
Aug 27, 2017 at 6:40 comment added Kromster See how difficulty modes work in Diablo 3. Also reuse locations.
Aug 27, 2017 at 6:00 history asked reincarnationofstackexchange CC BY-SA 3.0