🎮 Vita dentro vita: scopri nel mondo di GTA 6 una vera Playstation 5! #GTA6 #MetaGaming
🔗 https://www.spaziogames.it/notizie/allinterno-di-gta-6-ce-anche-una-vera-playstation-5
🎮 Vita dentro vita: scopri nel mondo di GTA 6 una vera Playstation 5! #GTA6 #MetaGaming
🔗 https://www.spaziogames.it/notizie/allinterno-di-gta-6-ce-anche-una-vera-playstation-5
Just read an insightful piece on metagaming in TTRPGs! It really opened my eyes to how it affects gameplay and immersion. Perfect for anyone wanting to enhance their role-playing experience! #TTRPG #Metagaming #GamingCommunity
Read more 👉 https://lttr.ai/AeFff
Meta got caught gaming AI benchmarks
https://www.theverge.com/meta/645012/meta-llama-4-maverick-benchmarks-gaming
#HackerNews #Meta #AI #benchmarks #gaming #gamingAI #MetaGaming #AInews
If there is one thing I would like all #gaming designers to bear in mind, it's that everything a player needs to know about how to play your game should be discoverable within the game. Players should never need to resort to #metagaming just to figure out what they are supposed to do next to continue the story.
This is true for both #TTRPGs and computer games.
If you are intentionally making a puzzle hard to solve, don't make the puzzle or scenario unrecoverable if players make a "mistake".
You cannot go back and redo any of the quests in #FFXIV if you selected the wrong reward. The only way to get a Glazenut now is to buy the full game and hopefully be able to buy a Glazenut on the Market Board, or buy a housing plot (3M plus Gil) then get Glazenut seeds and raise the crop.
Bad #GameDesign. You should never have any casual situation in a game that is unrecoverable. Everything in a game should be discoverable; you should never have to resort to #metagaming to find out.
Last night's supreme annoyance with #FFXIV was "Bartram's Mettle". This is another prime example of how it is completely impossible to play this game without resorting to #metagaming, because what you need to do to satisfy the challenges is not at all discoverable within the game.
Even after reading about what to do, I still died multiple times doing the exact same things I did the times I survived, and even if you survive the first two challenges but die in the third, you start over.
It's a general principle of good #UserInterface design and good #gaming scenario design that your users or players should never be left wondering what they are "supposed" to do, and success in the game should not depend on accidental uncovering of hidden or secret features or procedures.
If there is only one path to victory, and it effectively depends on happenstance, or your players have to resort to #metagaming to figure it out, you've failed as a designer or engineer.
Real people aren't restricted to a narrow set of abilities defined by a career they chose when they were too young to know better.
Classes are an outdated and overly restrictive way of defining people and PCs alike. Players should be able to choose their #ttrpg #rpg PCs skills/feats/abilities and invest in them individually, and not be railroaded into a narrow range of choices ripe for #metagaming.
The only thing classes are good at is reassuring new players they aren't "doing it wrong".