This is fine for some types of games - for instance, Real Time Strategy (RTS) games. If you have to keep worrying about what might be happening beyond the edges of your viewport, you're going to get stressed and your focus will be shattered. This in turn lets us crank up the difficulty of the game's thinking-based challenges without overwhelming or stressing out the player.Īs we worked on the game we eventually wound up with a list of "best practices" for Tower Defense game design, at least for games that share our goals. We don't want to TEST the player's focus (ie assault them with strobe lights and dancing kitens and see if they can still concentrate), we want to LET them focus, freeing up as many mental resources as possible. The design philosophy for Defender's Quest boils down to two guiding principles that play to the Tower Defense (TD) genre's strengths:
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