Random happenings and unlikely situations
Wednesday, July 28, 2010 at 8:15PM
One thing i hate when i'm playing a game is being lost; this isn't because i dislike exploration, but because it's not always easy to tell what the player can and cannot interact with. Because of this fact, exploration and problem solving are sometimes difficult to tackle. It seems that lately some games have taken a rather overzealous approach toward combating this problem. So much so that i think Zack Hiwiller's interpretation of Mario: 2010 might not be too far off...
That said this post isn't really about the fine line between lending the player a helping hand and taking the player by the hand. Instead it's about questioning the opposite scenario: what would a game that embraces random happenings and unlikely situations be like?
Random thoughts in
Design 



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