Players only hate them when they notice them. Designers want to create catch up or comeback mechanics that the players don't notice. Maximization of enjoyment to the highest number of people possible.
Anonymous
6/26/2025, 12:42:42 AM No.713653037
>>713652785 (OP) normalfag cattle play games to feel a sense of accomplishment their life isn't giving them that's why dark souls is so popular, because it makes you feel like you accomplished something without actually requiring higher level reasoning catchup mechanics that are too obvious break the illusion
Anonymous
6/26/2025, 12:42:59 AM No.713653063
>>713652785 (OP) This is what happens when you equip Tifa with the Steal materia.
>>713652785 (OP) >that catch up or comeback mechanics are great and necesary Only shitters think this. The only thing that needs to be taken into account is to not have it to where getting an advantage allows you to snowball out of control. You have to earn and maintain your lead. Just like you should earn your comeback.
Comeback mechanics are fucking lame. There is a reason that professional sports don't have them.
Anonymous
6/26/2025, 1:00:55 AM No.713654427
Why is it that anti woke right mofos get up in arms when a black cosplayers show up in a non black character yet scream kawaii and have my babies whenever a white cosplayers does Ada Wong or Chun li?
>>713652785 (OP) >comeback mechanics that give losing players the resources needed to rejoin the pack Cool >comeback mechanics that forcibly rip better players back to the pack or further back Not cool >comeback mechanics that subject players in the lead to higher but still surmountable challenges (hornets in SASRT) Can be cool >slipstream mechanics in racing games Only a comeback mechanic if it's 1v1, otherwise it turns into an anti-comeback mechanic if you fall behind the pack >swapping scores Oh shit Mario Party what are you doing
Anonymous
6/26/2025, 2:55:36 AM No.713662956
>>713655898 >European features If she has them, and she's African, doesn't that make them not European features, just features, by definition?
>>713652785 (OP) comeback mechanics are good as long as they give you a fighting chance, not utterly annihilate the player who had the skill to put themselves in a winning position. players don't like to feel totally dominated, but players also don't like to feel like the work and skill put into a game is all for naught. as a designer, you tread a fine line placating the two opposite ends of the spectrum.