I recently completed Wasteland 2 Director’s Cut and had a blast with it. But with the recent Fallout: New Vegas DRM-free re-release on GOG it made me think about something that felt missing from quite a few RPGs of recent years, something that was so common in both jRPGs and cRPGs that it was arguably one of the minor defining features of the genre – the overworld map.
How many times have we saved planets, worlds, universes and all of their inhabitants, or watched them die, when something goes wrong? You’d think, we will get so used to it, we shouldn’t even care and just go through motions with every storyline like that. Yet still there’s a game from time to time which has familiar character personalities and storylines but makes us care about them, live with them, believe in them and love them. A game which understands, that it needs to motivate the player to do all that. Which knows, that it’s not enough to just assume that the player will just start caring on his/her own.
I have noticed this thing a lot, but recent Max Payne 3 became the last straw and I can’t stay silent about this issue anymore. I don’t understand, why exactly so many developers force their “great cinematic moments” in our mouth, completely ignoring the magic the player creates while simply playing the game. Why do they doubt the power of the medium they create in?
Not there! Run on the wall! Not up the wall, along it! Why the fuck have you not grabbed it?! Left! Left, you shit!!Welcome to the world of acrobatic action adventure and platforming games of the last 10 years, baby.
Quite a while ago i started posting a series of post about design choices in games from my, purely gamer perspective. Since the posts are completely in russian i won’t just repost or even simply translate them, but will write here similar musings.
Dying in a videogame is a simple and common thing. Your character/s might and will die in most of the games. It’s a vital part of the gameplay itself, and it’s surprising how usually underdeveloped it is. It is still used like a crude punishment for failing, which annoys more than it motivates you to try again. And even though not every game treats you with the “wow, you lose!” attitude, most of them still don’t try to make dying less annoying.