Journal Response 1
In chapter 2 in "The Art of Game Design", the author talks about how if we were put in a position to talk about the things we do everyday, we would most likely not remember or put it together. They also talk about “Grok”, which It means that you understand something so thoroughly that you have become one with it and even love it. It’s a profound understanding beyond intuition or empathy (though those are required steps on the way). Which also means muscle memory. This can be shown in video games such as boss battles. You would most likely keep failing and remember the boss and his attack patterns to win! For an example, Cuphead has a lot of tough bosses that you have to beat to win. You would most likely keep trying and remember the bosses attacks to try to win and beat the game. I would like to add this concept into my game so it can add a bit of a challenge and also make the player think instead of running head first.
Get GD 201- For Heavens Sake
GD 201- For Heavens Sake
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