Clint Hocking gave a really interesting, theoretical talk at GDC on dynamics as the main generator of meaning in games, as opposed to surface aesthetics or raw mechanics.
I think I’m just going to have to accept that it’s one of those great American institutions that I can’t quite manage to wring much enjoyment out of, like football and Manifest Destiny.
The way that the feature is described makes it sound less like training wheels and more like a completely different game.
Defensive, opportunistic, and strategic ways of playing pinball.
Making a game is easy. The challenge in game design is in helping the player understand the game you’ve made.
If I can get tetrises, that’s great; if I can’t, I don’t let it bother me. If I don’t get the pieces I need, or if a couple of gaps creep into the board, I don’t get angry and slam on the “Quit” key, like I might have in the past.