*I hope to play Minecraft with my nephew soon, I don't know how to tell him that when he dies his stuff will drop*
At first I felt it was important to give the compass upfront once, in advance. Later I realized that if the compass was given out every time, then death would feel less traumatic for the player: like an adventure.
It is a compromise between complete denial (keepInventory) and a sense of confusion. A subject new to a particular player is surprising and immersive to explore (where is the arrow pointing?) it is an existential experience that defines a person's personality later in life
«The first death, especially if the person hasn't played such games before...»
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