- Mar 4, 2013
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There are a lot of points. Showing off the battle system, not placing expectations on a new player unfamiliar with the battle system, using it as a powerful storytelling device, making the player use different parts of their brain than just following a story, allowing the player to have more interaction with the game and world... just to name a few.In fact, I hate those “unwinnable” matches that start games sometime. What’s the point playing a fight I can’t win?
There is no such thing as "the" ideal solution, unless you are also asserting that every game must follow a rigid pattern, and there must be no allowance for different tastes or preferences, and no difference between e.g. a dungeon crawler and a story-driven game, and no avoidance of clichés (because we must all do the same thing regardless) and... and...It's the ideal design solution.
This is good, this is basically what I would say. You need to know what audience you're trying to hook, the experience you want to present for the game , and create an intro that sells it.Knowing your audience's expectations and desires, and what your game is actually good at (hopefully the part you've spent the most time on) should be what decides the opening minutes of a game.
@bgillisp You think you can reinvent a genre but you can't. You'd only be creating a new genre and giving it the same name.
It's a matter of classification. It didn't matter how people felt when Pluto reclassified as a dwarf planet. The reality of it didn't change. The reason we have the classification didn't change.
If the games we make are celestial objects, then the genres that classify them are celestial subjects. There's a logic behind it. And you'd be a fool to think like the Ancient Egyptians and suggest a name had power and all you had to do was take it. Because that did not end well for them.