![]() ![]() Given this is the main interaction point of the game, it should be a Big Deal. Same with Quasar – the result of shooting someone or being shot is so minimal that it’s very easy to not notice. If you’re playing a sword-based combat game and hitting an enemy has no visible effect, you won’t know if you’ve connected and the whole thing feels dissatisfying. Video games fall down when the cause-effect flow isn’t obvious. Using splashes of coloured lighting would be a pretty easy fix. Hence it’s very easy to spend the first few minutes shooting your own base before you even realise. It’s Red Vs Blue, but once you’re in the playing area it’s all just dark walls with vague, dim signs scattered about. I’ve no idea whether any of this applies to other laser tag places, or whether the Norwich version is the only one to be needing some of this refreshing, but here goes… Essentially, approaching it like you might design a computer game offers up some obvious areas for improvement. While running around in the dark with lasers guarantees at least a minimum level of fun, there’s a handful of changes they could implement to make it much more satisfying as a game. I’ve now been twice to Quasar, the laser tag venue in Norwich, and both times have felt like I’m missing something. ![]()
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