gjaustin wrote:If anything, it shows that people are frustrated they died and are going to "Play the damn dungeon until I beat it". Designing a game to be as "engaging" as possible is the wrong metric. It should be as "enjoyable" as possible, which will itself result in engagement.
Focusing primarily on engagement results in the same kind of manipulative mechanics that cause Facebook and MMORPG games to be so compelling
My entire involvement in the thread can be attributed to this interpretation applied my own deaths by non-voluntary missclicks or game bugs. The more pointless the death, the less sense of closure, the more need to try again. The game was without question the most engaging while Unity Bug was crashing Gaan'Telet, and this phenomenon is something I know rather well from personal expirience with gambling. Which I avoid like the plague.
If the game needs it, well, fine, if not... It's a really wrong way to engage your customers, I'd say.
EDIT: But all my complaints can and will be fixed with inteface and imput improvement, so no real complaints from me.
BUT!
Is anyone esle frankly stunned that 34% of the runs end in deaths?
Ways to die:
- Risk a dodge (Need to be a rogue, more or less)
- Miscalculate (can hapen to anyone, but there's a button wihch tells you straight up whether you'll die)
- Involuntary missclick (Can't be helped, but playing in fulscreen has)
- Get blocked off (Cant be helped in some places, and patches can do this to you sometimes)
- Can't be bothered to look for where the entrance was so you suicide on purpose (I do this in challenge runs)
- Reveal a bit of fog with the movement that puts you next to a monster letting it regenerate a sliver of health because of which it survives your intended first strike hit (niche)
I can't believe these account for 1/3 of all run ends. There's a tile that you can click on and leave the dungeon, if you can't find any monsters which don't tell you you'll die if you click on them? Doesn't anyone but me ever use it?
If the metrics are counting runs where suiciding is just quicker than looking for the exit or pressing menu/surrender, than there something wrong with them.