![]() ![]() To start off, though, I'd like to turn attention to a game that technically utilizes comfort crafting but actually doesn't feel tacked on. The reason for this shallowness tends to be to sell collectible resources as pay-to-win microtransactions. Perhaps its due to the popularity and success of games like Minecraft that AAA publishers and developers began to jump the bandwagon and implement elements of crafting and survival games in ways that can be usually be described as shallow. It's a loop that drives the cores in games such as Minecraft, where building tools to survive against enemy mobs and to collect the best resources are the objective (besides fighting the Ender Dragon). One of those mechanics that found itself in seemingly more games than it really should is crafting, or in this case, what I call "comfort crafting." Comfort crafting is a term that can be applied to mechanics in games that cycle around the gathering of resources and materials to build tools that better gather those initial resources. The 2010s was a decade in mainstream gaming defined not just by predatory, financially-vampiric tactics employed by AAA publishers, but also by unfocused, incoherent design, adding mechanics even if they don't fit in the first place. ![]()
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