bin.pol.social

Kolanaki, do games w Game design question : how to make a "trapped" player character?
@Kolanaki@pawb.social avatar

This sounds similar to another game I’ve seen (never played) that you are trapped in a security closet and trying to assist another person in both freeing you and escaping the dungeon you both find yourselves in using the door locks and CCTV cameras and things of that nature that you have access to in your prison. I think it even came before Five Nights at Freddy’s, but I don’t remember the name of the game.

In a way, the game play ends up being like Lemmings or ICO, where you’re solving a puzzle indirectly for another character to get beyond.

Sunsofold, do games w Recommendations for "girly" games?

I’ve never played it but ‘Pony Island’ seems to have a pink color scheme and I’m guessing it’s about ponies, so maybe?

Sunsofold, do games w Game design question : how to make a "trapped" player character?

If you want to produce the sensation of being trapped you have to use the feeling of power and loss. It stems from the sense of ‘If I could just…’ If I could just get out there, I could defeat that henchman for him. If I could just get out there, I could solve that riddle for him. If I could just escape this box, all would be fixed.

Now, the trick is, because this is a video game, players have a reduced sense of agency. The player’s sense of capacity is ‘what happens when you hit the button.’ Mario, before more modern adaptations, had a capacity to move left and right, jump, run, and ‘use ability.’ The player never had the ability to do anything else, so it never feels like a limitation. No one ever said, ‘playing Mario makes me feel trapped because I could beat Bowser if I could just access the cannon that’s right over there.’

So, to produce the feeling of confinement, one must create the sense of power, and then take it away. Give the player enough power that they could even defeat the dragon, but then take it from them so they feel limited. If you can find a way to make it feel like it’s not even forced, as in they feel like they could have won the game in Act 1, Scene 1, but their lack of skills as a player were what made them lose, all the better.

ajoebyanyothername,

Would that be your classic ‘meant to lose’ fight, usually against the big bad, which is technically winnable but the vast majority of players will lose and progress the story as planned? The example that comes to mind is Ghost of Tsushima, but it crops up in plenty of games.

Sunsofold,

It can be that. Never played Ghosts so I don’t know about that one in particular. Some games do other things with it, but that sort of thing is absolutely usable to create that ‘trapped’ feeling.

hector, do games w What are some good examples of "Where the fuck do you go" kind of games?

Abiotic Factor, survival in a facility like Half-Life with crafting, survival and exploration. Really great game and it’s pretty hard understanding where to go

Tin, do games w What are some good examples of "Where the fuck do you go" kind of games?

SNES Jurassic Park. NES Fester’s Quest

jaemo, do games w What are some good examples of "Where the fuck do you go" kind of games?

Oh man. For me, Tetris. Every time.

I get past the first dungeon no problems, and find the heart container, but as soon as I meet that old guy with his kite in the tree I’m lost. I think I need to craft a slingshot or something but I’ve no idea where to get the rubber for an elastic band.

RampantParanoia2365, do games w What are some good examples of "Where the fuck do you go" kind of games?

I remember the newes jedi game feeling like this a lot, but it was also effectively immersive that you don’t instantly know exactly where to go.

intensely_human, do games w What are some good examples of "Where the fuck do you go" kind of games?

Space Quest

Dlayknee,

Came here to say the King’s Quest games, but really it’s any of the _ Quest titles.

ExtraMedicated, do games w What are some good examples of "Where the fuck do you go" kind of games?

La-Mulana

nutbutter, do games w What are some good examples of "Where the fuck do you go" kind of games?

Devil May Cry 4, but I was able to finish it. I couldn’t even complete Devil May Cry 3.

acosmichippo, do games w What are some good examples of "Where the fuck do you go" kind of games?
@acosmichippo@lemmy.world avatar

The Outer Worlds is a perfect example of this in the best way possible.

Hyphlosion, (edited ) do games w What are some good examples of "Where the fuck do you go" kind of games?

I was playing Star Wars: Bounty Hunter on Switch today because of the current free trial. At first, running around as Jango Fett in the Gamecube era was fun, but then shortly after getting my jet pack, I get completely turned around while chasing the bounty guy and spent over a half hour being lost. Called it quits after that.

quickenparalysespunk, do games w What are some good examples of "Where the fuck do you go" kind of games?

Uncharted 1

Nasan,

Shiet, I’m still having this problem with more recent Naughty Dog games. Getting the hint option that pops up when you’ve been stuck somewhere for a while in The Last of Us Part 2 Remastered embarrasses me. Though I am thankful that it’s there.

pineapplelover, do games w What are some good examples of "Where the fuck do you go" kind of games?

Probably half life. It’s kinda intentionally tricky and meant to be some kind of puzzle

darthelmet, do games w What are some good examples of "Where the fuck do you go" kind of games?

I’ve probably played a bunch, but the one that most comes to mind is Antechamber. Super weird FPS puzzle game ala portal but with a lot of mindbending illusions, non-Euclidean geometry, etc.

It’s got a metroidvania structure but without much guidance and a lot of stuff will just loop you back to where you’ve been if you’re not getting things right. At some point I was just completely lost. I couldn’t possibly think of where I haven’t tried to go or do. Worst part if I tried to look up a guide I don’t even know where I’d begin to look.

Saucepain,

Unlike the others here, I would argue that this is supposed to be this way - it’s a mind bending puzzle after all.

darthelmet,

True to some extent, but I think there are limits to how enjoyable it can be to not even be able to find the puzzles in the first place. It also makes coming back to it super confusing.

subignition,
@subignition@fedia.io avatar

It tests your ability to remember and navigate routes, in an environment that's explicitly non-Euclidean. And you have to think out of the box sometimes to solve things.

...damn I need to play again. I think it's been long enough now.

I_Has_A_Hat,

Uhg, I’m pretty sure I got 90% of the way through that game and then I took a break for some reason or another. Came back and was just completely lost. And just like you, cant even look up a guide because I don’t know where I’d begin to look.

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