Yesterday’s post got me thinking more about educational games.
What I loved about The Incredible Machine was that “losing” a level just constituted your solution to the machine not working out entirely. But that “losing” was a part of winning. Which means it wasn’t losing, it was experimenting. And that’s awesome.
There are a ton of games now that still do this. Even if there is “death” or clear “losing” built into the game’s mechanic, it’s often contextualized or approached in a way that enforces a learning aspect. I love this, and I hope the design trend continues this way.
Of course, there are exceptions; games that are specifically designed to test resolve, patience, and tenacity. Ooof.
[ Today I Was Playing: Pokemon Mystery Dungeon: Explorers of Time ]
March 24, 2017
#educational-game, #game-design-topic, #game-opinion