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.
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.