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Among the operators you know, how much emphasis is there on story writing? In my experience, the most enjoyable games (in Japan) are the ones with rich stories that tie in well with the puzzles. However, I get the impression that outside Japan the rooms are more focused on gimmicks.

What would you say is the distribution of emphasis on 1) story, 2) the individual puzzles, 3) gimmicks/“wow” factor, 4) the room itself (i.e. decor)?

Are there any particular trends you’ve noticed in terms of themes or gimmicks?



I think your impression may well be correct, although I've not tried any Japanese rooms myself, only read reviews of them.

For the operators I know, most focus on 2) and 4). Most believe the puzzles are the core hook and must be well designed. Then they believe the puzzles have to fit the room theme. If a story can be squeezed in too, then they try, but it's rarely the driver. And gimmicks and wow factor aren't usually high on the list, but some operators (arguably us) do find these make customers want to play when they hear about them, so they're certainly not ignored.




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