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Examples of this are games such as [tetris](tetris.md), [minesweeper](minesweeper.md) or [Trackmania](trackmania.md).
[LRS](lrs.md) sees the ETLHTM design as extremely useful and desirable as it allows for creation of [suckless](suckless.md), simple games that offer many hours of [fun](fun.md). With this philosophy we get a great amount of value for relatively little effort.
[LRS](lrs.md) sees the ETLHTM design as extremely useful and desirable as it allows for creation of [suckless](suckless.md), simple games that offer many hours of [fun](fun.md), usually with relatively low effort -- if the game is simple in nature, it's also usually simple to program. With this philosophy we get a great amount of value for relatively little effort.
This is related to a fun coming from **self imposed goals**, another very important and useful concept in games. Self imposed goals in games are goals the player sets for himself, for example completing the game without killing anyone (so called "pacifist" gameplay) or completing it very quickly ([speedrunning](speedrun.md)). Here the game serves only as a platform, a playground at which different games can be played and invented -- inventing games is fun in itself. Again, a game supporting self imposed goals can be relatively simple and offer years of fun, which is extremely cool.