tag:blogger.com,1999:blog-3717133688018454834.post2874058447626589506..comments2024-01-05T11:00:14.227+00:00Comments on Iain Lobb: Goals, missions and questsUnknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3717133688018454834.post-49879230134665844582010-07-22T12:38:45.694+01:002010-07-22T12:38:45.694+01:00You know what Owen, you are absolutely right! I...You know what Owen, you are absolutely right! I'm going to use that.Iainnoreply@blogger.comtag:blogger.com,1999:blog-3717133688018454834.post-75078424981293955362010-07-22T11:44:02.571+01:002010-07-22T11:44:02.571+01:00I think that the one that doesn't fit in the l...I think that the one that doesn't fit in the list is 'kill enemies'. I'd probably replace it with 'remove obstacles'. As you rightly point out, the fun in almost all games is the tension of the player wanting to progress but being stopped by something that they must overcome in order to do so. <br /><br />Enemies are one kind of obstacle - in space invaders you must destroy them all to reach the next level and each level means faster enemies, until eventually you fail. But how about a game like Tetris? There aren't really any 'enemies' but there are certainly obstacles - the ever flowing stream of Tetrominoes. The obstacle might be a logic puzzle in the case of an adventure game, or a character you have to say the right things to in an RPG, or it might be a lack of money in a resource management game. Whatever it is, it must present a challenge that is interesting in its own right, but also is a barrier to a larger sense of progress within the game, whether that is reaching the next level or gaining access to a new area or finding a new item.Owen Bennettnoreply@blogger.com