I've given a lecture on this before. The goal is to get the player to accept blame for their mistakes. You want to minimize the player saying, "What? That hit me??" and get them to recognize how they can improve instead. Touhou is my favorite example of this.
in bloodborne, the enemy bullets have realistically sized hitboxes but the player bullets have giant bullshit hitboxes, which is the opposite of what i expected ngl
@KindaSortaMaebe literally the only time i drink coffee is on dates for this very reason
what, am i gonna just sit there without a coffee like i only cared about the date?
Ever wondered how water works in video games?
As it turns out, there's a ton of smoke and mirrors in the background, without anyone ever realizing it.
---> another huge ๐งต
@KindaSortaMaebe i kinda just scroll and rarely post
bullshit algorithms severely punish those of us who are infrequent posters, which discourages me from even bothering most of the time
i update my fb profile pic every few months cause zucc loves to show that to people for some reason
@KindaSortaMaebe If I had known what non-binary was as a child I would have immediately identified as it. I was constantly searching for a word for what I was. Once I learned more I started my journey towards girldom (also after 30) and never looked back.
And it's back; identity crisis averted?
"The Fix-It-Up Chappie kept fixing up Sneetches. Off again! On again! In again! Out again! Through the machines they raced round and about again, Changing their stars every minute or two. They kept paying money. They kept running through...
As I teach my students, the same is true of video games. Atari 2600 was marketed as a family computer device. Advertisements usually showed boys and girls playing together, rarely with any of the tropes we see today.
When Nintendo marketed the NES as a "toy" things changed...