Being kinda serious for a second here, I think this is a byproduct of chasing ever higher production values in service of “realism”. The more they try to spackle over all the cracks, the more the ones they can’t/don’t become obvious to the player. Just like movies, videogames often require a bit of temporary suspension of disbelief.
I’m not gonna write a whole essay about chasing some perfect, mythical balance here, but it’s a design aspect that I feel a lot of developers just don’t consider at all. Maintaining a high level of illusion is extremely difficult and not even always all that worth it. Sometimes it’s just nice to admit you don’t know why that enemy dropped a glowing hamburger that restored 25% health, but those are the rules you’re playing by and you don’t have to question it.
Yeah, I’ve been replaying Golden Sun for the last week (finishing up achievements for RetroAchievements) and there are really frequent fights in the game, two steps and a fight, two steps and another fight, and the npcs are fine, and even seem to be traveling around without any problems, when I can’t even walk three damn centimeters without an encounter… it’s pissing me off.
Games are boring when nothing happens to the player. So lots of things happen to the player. You can consider this the MC’s time when months happen in days.
Its just this trope of „Guy locked himself inside some safe room from where he dosent want to come out, so he just commands the player around until he somehow dies the moment he wants to come out again” that aggrovates me.
This is FL Studio or something like that! And with all those substances it makes you raise the question: which came first? Rave music, or the drugs? Think about it: either there was some dude high AF on a computer, making some music and thinking “dayum this sounds dope” Or: some dude made some music and was like “man this sucks. Better take some drugs”
bin.pol.social
Aktywne