Main article:
https://www.polygon.com/2017/9/2/162471 ... er-secrets
The original twitter thread is very long but also very educational. Here are a few tweets that caught my eye:
[quote:3srgzcc0]In games with nitro/boost mode, the actual speed increase is often small, hidden by the FOV pull + psychological sensation of being "faster"
In Bioshock if you would have taken your last pt of dmg you instead were invuln for abt 1-2 sec so you get more "barely survived" moments.
The thugs in Arkham Asylum will avoid doing 180' turns at all costs to allow you to feel stealthy and sneak up behind them.
The Suikoden's world map is made to not frustrate players. If players walk in a straight line, less enemies will appear, bc they're clearly trying to go SOMEWHERE and don't want towaste time. If players zig-zag around, more enemies will attack, to help them grind.
In Stellaris, we use 'tit-for-tat' mechanics to make the computer feel more human. For example: If you insult an AI-controlled empire... they usually insult you back, and grabbing space near them will make them prioritize taking systems it thinks will annoy you.
In Bloodborne, if you're reloading your weapon your character's collisions are temporarily disabled to give you a safe reload period.
Small enemy colliders on 2D platformers for that feeling of *Just* dodging them.
In Infamous, if you fire and your crosshair just tracked across an enemy, we'd retroactively make it so you fired at the exact right moment. Makes it feel like your aim is better than it really is, without the usual auto-aim effect of "the game is aiming for me".
Peggle had a hidden "luck" variable that was cranked up for the first few levels that made the ball bounce in the most beneficial angle.
Would be interesting to hear from Construct developers - what secret mechanics do you have in your games? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">