Comment on Why are so many games in certain genres all so samey in the places they really should not be?
LetMePlayItAll@lemmy.world 2 weeks ago
I’d argue that when a game feels “cheap,” it’s usually a failure of game feel and feedback rather than a lack of features.
A standard crafting loop can feel incredibly deliberate and grounded when the movement, animation timing, sound design, inventory friction, and failure states all cohesively point toward the same player goal. Conversely, when those systems work in isolation without reinforcing one another, the game just feels like a disconnected kit of familiar mechanics.
Instead of looking at a whole game, it might be better to zoom in on one specific micro-interaction: harvesting, building, or escaping. What’s a game that made one of those actions feel truly considered, and what specific tricks did it use to pull it off?