A post that relates to the week 2 preparation task for the GAM110 subject.
Now... Austin is addressing an argument that was spawned from another article, Colorblind: On Witcher 3, Rust, and gaming's race problem. He goes into explaining a range at what critics tend to write in, one side being a critic wants to force a certain change on the audience or topic in question while opposite side is more of a recommendation at most.
In-between is where most critics generally write at, where they may compliment/pick at certain aspects about the topic, for example: "The controls for other Shooters are just so much more refined..."
From what I can understand, Austin was taking a stance towards the comments that was spawned from the article that was published prior. He seemed to be defending the author of the article from the not-so-positive comments. So the confusing part for myself is that he didn't exactly get to the point, he said a lot of things that I can understand since he explains what critics generally write for and how they aim their texts. But there's just a lot of fluff which blocks the point from being seen
Providing more information to the critics would benefit to them when they do write texts about your product/game. As a Game Designer, your best method of doing that is to use developer blogs along with a community driven forum and some social media where during the production of the game. You give hints or ideas about certain aspects of the game (providing they are in the final release) so that way the critics have more content to work with than just the bare minimum of what they know from press releases and their experience with the game.
Dys4ia... The mechanics behind the game mainly involves you thinking of what has to be done. You move around with the arrow keys when the game indicates in a certain direction. You're locked into a follow the leader, basically. If the game indicates in a certain direction, it expects you to move there else it'll skip after a short time.