This happiness degraded overtime it did not generate more happiness. What kind of person would take a child’s happiness for their own gain? And this wasn’t like laughter in “Monsters, Inc.” Laughter is contagious, it generates energy, and it continues beyond the life of the joke told or the energy taken from it. Players were using the happiness to increase their parks wealth this left the children unhappy, or at least without happiness. The fact that the child’s happiness was siphoned off, sometimes, even before an attraction had started, seemed like an unintended commentary on the parks in real life. It granted more visitors (which has no value in the game as of yet), and it made tokens drop at a higher rate. This meter was used to show how happy the park was overall. The player would have to click on the happiness icon, which would disappear into the happiness meter. For attractions, the child had to merely board the attraction to receive the happiness icon. When the character was done with the action, the child’s though balloon would become a smiley face icon representing happiness. If the character was free, the player could assign the character to fulfill the child’s wish. The player would click on the thought balloon and allow the child to go to the attraction or find out what action the child wanted to see a character do. The balloon featured a character or the attraction icon. A child would get a thought balloon over their head. When I started playing Disney Magic Kingdoms for the second time, it still had the old “happiness” model.
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