Game Design Snacks Wikia
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Many MOBA games like DOTA, League of Legends doesn’t seem to give the player a chance to have a “breath time” after killing an enemy. What player often do was smashing the ability keys to land hits on the enemy. This games are not new player friendly and have a steep learning curve.However, by address this problem, games like Battlerite did pretty well on giving the player a short “break” or “think time” after killing an opponent.


Game Example:

Battlerite

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Battlerite introduces a new game mechanic when a player kills an enemy, the whole arena will be in a short period time of the slow motion. By using this short period of time, the player can think what to do next. Not only giving the player a “positive” feeling after killing the enemy, but also gives them plenty of time to think what to do next. Fall back to help other teammates? Keep charging to the next enemy?

Okami

Players attack primarily through a paintbrush system: where the player can pause a battle and freely rotate the camera around the area. This is often encouraged and sometimes necessary depending on the type of enemy being faced. For example, certain enemies may only have a particular weak point which can be attacked by the brush attack, necessitating players pause to line up an attack. Another example is using this pause and rotation to line up an attack which spans across multiple enemies.

Civilization VI

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Civilization VI is a turn-based grand strategy game. Player will have plenty of time thinking about their strategies and moves before entering next turn, this will optimize players' idea and thoughts and become time-consuming at the same time.

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