"Useless interactions for useful responses: engaging players emotionally with bad game design" by Mattia Traverso.
When we press A on the SNES controller, we know that Mario is going to jump. If we hold down the directional keys, we expect him to move. Those are "rules", or "mechanics", which are defined by the game designer to create a system which generates the "fun". All mechanics in the game are tightly tied together, so that each use of "Jump" or "Move" will have an effect on every other component of the game. For instance, it would make no sense to have a "press Z to eat a sandwich" mechanic, as it would have no effect on the game system and practically be useless. Or would it?
52. Case Study 3
You go by THREE FLOORS of an
infected hospital.
You check EVERY SINGLE PERSON for
the infection. If they are infected, you have
to kill them.
53. Case Study 3
You go by THREE FLOORS of an
infected hospital.
You check EVERY SINGLE PERSON for
the infection. If they are infected, you have
to kill them.
They are all infected.