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Really enjoyed reading this piece, especially the section about 30 seconds of fun. I feel like that's my big problem with most action games and shooters today - they're designed for you to repeat simple combat loops where longterm engagement comes from progression systems, rather than building robust and flexible mechanics which can thrive through a variety of recontextualisations. The prevalence of open worlds etc only encourages these design philosophies.

Shame you had to demean the fine art of hole squeezing, though.

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