considering everything about tlou is focusing on immersion and its hud being as minimalistic as possible, i highly doubt it, at least in the story mode.
It's also not really necessary when you know all targets are going to go down after a few well-placed bullets or slices with a blade.considering everything about tlou is focusing on immersion and its hud being as minimalistic as possible, i highly doubt it, at least in the story mode.
I posted that in jest.considering everything about tlou is focusing on immersion and its hud being as minimalistic as possible, i highly doubt it, at least in the story mode.
One and done.
Whole lotta uninformed comments in this thread regarding dopamine.
Dopamine became a meme.One and done.
Whole lotta uninformed comments in this thread regarding dopamine.
how about ff14
not gonna happen as long as publishers are still keen on the idea of rpg elements increasing engagementsCan I just, like, not have RPG elements in my non RPG games please? K thx.
But the OP doesn't like numbers,
Just a pet peeve of mine when posters bring up dopamine. Everything "fun" or "satisfying" gives you a dopamine hit. It's a completely meaningless thing to say and there's less pretentious and more informed/specific ways to describe game design than to invoke neurotransmitters, which have no real-world relevance to gamers.They do have that side-effect, there's no doubting that. I get satisfaction from seeing them in two ways: they allow me to see how much damage I'm able to currently do and to visualise — so long as they're used alongside a health bar — chipping away at an enemy's health.
I'm playing Devil May Cry 5 and I wish that had damage numbers / health bars on enemies — without the need to lock on.
But yeah, damage numbers/floating combat text are a fantastic tool for player feedback. I don't think they're "cheap" at all, and most games *should* give you a way to them off if they're not vital to gameplay. I'm a big fan of Dota 2's implementation, which treats it like a particle and gives it gravity and X/Y acceleration. It was the big inspiration for me when we redid League of Legends' combat text back in 2012.