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Designing Frustration (Part 2)
Part 2 In my first post on Designing Frustration I suggested that some frustrations (in life or in games) are good things. Well-designed frustrations compel us to remove them. In this post I’m going to focus the discussion on game design, specifically role-playing game (RPG) design. What are Frustrations Game frustrations should lead to in-game player choices. Frustrations that the player cannot remove are not good design. I think an example might illustrate effective use of game frustrations: A common feature of old RPGs is the idea of a limited inventory. Basically the player can only carry a limited amount of equipment. Certain RPG designers, in an attempt to make…