2010-08-26, 05:33 PM
Not all types of games work with that dynamic. It's really only valuable (and even appropriate) for games with character development and the freedom to pull off that kind of 180 degree change. Ocarina and SOTN (Castlevania) are maybes examples of exceptions... mainly you're talking classic CRPG (FF6) for example where that sort of thing is a must. Usually a better deal for something like KF its to just give the player a final or extra dungeon that lets them level all the way up and potentially takes as long to complete as the rest of the game did. In a really emmersive game like KF you don't want to do anything too gimmicky.
A better way of thinking about it perhaps, is when it seems like the end is nigh, that's when the milking begins. You gotta just keep giving the player as many scenarios as possible to keep the game going. And if they like the game they'll think you for every one. Nothing's worse than a quick and snappy ending. Draw it out for at least half the length of the game
A better way of thinking about it perhaps, is when it seems like the end is nigh, that's when the milking begins. You gotta just keep giving the player as many scenarios as possible to keep the game going. And if they like the game they'll think you for every one. Nothing's worse than a quick and snappy ending. Draw it out for at least half the length of the game