In some cases I have to complete a high difficulty puzzle to obtain one portal orb, and in other cases I just have to kill an enemy to get the same. But the problem I have is with the value of the portal gem obtained. Although it feels like it solved their issue of keeping the gem motivation pure, I would argue it actually acts opposite to their intention.Įach time you complete such sections, you are rewarded with a portal orb. In Ripto’s Rage, you obtain the soul of the enemy upon killing them. But if you die and respawn, the enemy also respawns, but they don’t give you a gem anymore, but they provide you with extra lives. In the first installment if you killed an enemy, you will receive a gem. But Ripto’s Rage on the other hand, takes a different approach, and there’s a level of “what do I need to do now” also involved in the process as well. The first game constantly fed you information to keep progressing. This kind of broke the first game’s achievement of flow, where I now have to figure out who I can kill, and who I cannot. You can kill some enemies, but some you can’t / don’t even need to do anything. You can’t always throw rock to their scissors. This ideology adds onto to your internal motivation where you are in a constant flow of knowing what to do, and how to do it.īut in Ripto’s Rage, the enemies are not so straight forward.
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