2011年1月26日星期三

a legitimate game-friction once the player experiences

The impact sound effects are so pristinely designed that they turned many young children (like myself) into the zygotes of fully-grown noise-rock connoisseurs.The enemy flashes as the impact sound effect crunches head-first into your eardrums. The replica Baume & Mercier 8728 Men's watch text-window ticker at the bottom of the screen outputs the damage total.Before the attack, the text window at the bottom of the screen tells us, in plain words: “Billy attacks the Slime”. We hear a little happy bleep sound effect signalling that a player action is about to happen.

It's telling us who's attacking, because, in Dragon Quest, you put in your battle commands before the “action phase” of the battle plays out. If we have a full party of four members, it's been maybe thirty seconds since we tasked Billy with attacking the Slime.”Billy replica Baume & Mercier MOA08593 Men's watches attacks the Slime”, it says, and then this is most crucial a brief silence transpires. This lasts just a fraction of a second. Then, bam, there's the impact sound effect, then the damage total.

This is a “swishy” friction like in Space Invaders, where you send your bullet into the air with your mind's hands clasped in prayer, hoping for a hit, anticipating the enemy's movement pattern. In Dragon Quest, you might be hoping that the player character replica Baume & Mercier MOA08625 Men's watches whose HP are low isn't dead by the time his attack turn comes up, because his hit or presence could make, break, win, or lose the battle.

The hit itself becomes a legitimate game-friction once the player experiences a missed attack. A missed attack progresses much like a successful hit. That is to say, the text window at the bottom tells us who is attacking whom. Then, the micro-silence transpires. Then, we hear the dreaded “missed” sound effect. Experiencing just one missed attack