Monday, 5 August 2024
What is an 'Open World'?
Friday, 7 June 2024
When is the next stealth kingpin?
Saturday, 6 April 2024
Romance
Tuesday, 5 March 2024
Who are you?
Thursday, 6 April 2023
Wasting my time
Explaining a time gate is best done by examining the kings of this particular crop: Mobile Games. Who out there has played a mobile game and reached that point where they can't progress any further because they have to wait for a timer? Maybe it's a a bar of energy that refills 1 unit every 15 minutes. Maybe it's the building process of your barrack upgrade that's going to take several hours, or maybe even several days, to complete. These are time gates. And typically a mobile game will design itself to slowly introduce these inconveniences in order to slowly wring the patience of their free-to-play players just as they were starting to get hooked on the gameplay loop in order to manipulate them into spending money to skip the wait. That is the most cynical version of time gating, but it's not the only iteration that gaming has ever known.
Tuesday, 21 March 2023
Does everything need a reason?
Monday, 23 January 2023
Improving Skyrim: Aftershock
Friday, 18 November 2022
Weighing options.
Friday, 11 November 2022
Innovation
But not every innovation totally rewrites the industry standard, some just do something incredible which makes their game stand out from the crowd. The Nemesis System from Shadow of Mordor was once such innovation, wherein the raw gameplay was enriched with a dynamic system that would remember NPCs and build a history of interaction between the NPC and the player. Injuries would be remembered, victories would be rewarded, ranks of hierarchy would shift, the dynamic make-up of guard outposts would evolve. It was a system that made the world feel living and shifting and made the player feel as though they were at the head of conducting their very own story. The Nemesis system was a huge achievement of robust design and oodles of voice recordings and script writings to create a seemingly endless list of permutations.
Sunday, 30 October 2022
Limited lives
Given the ever growing and changing art of gaming it's inevitable that some of the cliches and trends of the day would get whittled out as the years went by. It is, afterall, the course of life to be forever evolving, and art initiates life, no? Still, the consequence is that sometimes the things we love slowly become unrecognisable, and that's the sentiment I hear some people who played the video games of yesteryear share. Most typically people will note that games have become easier, which is true for many a reason, and that back in day there used to be habit for limited lives. And doesn't that seem odd, why oh why was limited lives such a universal thing in the old school of gaming? Especially as nowadays such features are indicative of super hardcore and unforgiving gamemodes. Well, let's postulate.
The first most obvious answer is the most sensible, as it comes down to money. Lacking the home consoles and mobile phone games of the modern age, when gaming started to first become commercially viable it did so through arcade cabinets which kids would spend their money on in order to play. You'd sink some money, play for a bit, die brutally and then slap in some more money; the cycle of arcade machines. Arcade games, for purely financial reasons, would be in their best interest to be both hard and punishing, so that they could extract as money nickle and dimes from their customer base as humanely possible. These almost hostile relationships between consumer and product created an environment where players had to challenge themselves with superior reaction times in order to save on their money, as well as for pure entertainment. Titles like Dragon's Lair, in which death was forever just a single miss-input away, raked in the most income, which shows you the the model to which game difficulty intentionally trended.
Permadeath is typically even more hardcore and leans heavily on the idea of immutable consequence. The weight of what you have to lose can be enough to scare the player into being more clever and measured in their approach to problem solving, with the threat of a noose hanging over their heads ready to take all progress in an instant. This can be limited to permadeath of a character within a rooster, such as for squad based games, or maybe even the entire player character overall. (Typically found more in indie experiences. Mainstream games aren't quite brave enough to go there.) And maybe even just characters that can die if you screw up enough in a story based game, such as is the case with Quantic Dreams style games... it was actually one of the big selling points of Heavy Rain.
Saturday, 23 April 2022
I love: Strip off and start from nothing
And finally I present to you the king of this style; those that make use of it so much that it has become a genre style that generates millions upon billions each and every year; Battle Royales! Yeah, think about it! You never keep the same gear from match-to-match, all that differentiates a noob from a pro is the intrinsic knowledge of what loot is the best and how to best utilise it! Fortnite, PUBG, Apex Legends: All tap into that primal hunter-gatherer shade of the human psyche to fuel the power fantasy of starting from nothing and coming out on the top of the pack. And it's a constant gameplay loop of rising to the top and then being cast down to nothing, feeding those emotions time and time again. There's a draw to this style of gameplay scenario, and I think it's in the ego boost; who doesn't love to be the last one standing with the 'Number 1#' badge emblazed on their screen? No pre-game advantages, no pay-to-win, just resourcefulness and skill. This exact paradigm, perfected.
Wednesday, 30 March 2022
To Transmogrify or not to Transmogrify
Where do they not? Well, I'd argue this is the case for the more traditional RPGs with that shy away from random stat combinations and keyword kinder surprise. Skyrim, is the example that most readily comes to mind, depicts a world with various styles of armours, all made from different materials and offering differing weight values. Here's an example where the styles and the stats are important, they match up because they are designed to. Dragonplate armour is heavy and bulky, whilst Elven plate is sharp and thinner, adding a transmog system would dig in a little into the illusion built by that artistic intent. And similar games that champion consistent and contextual design also risk a softening of the immersive bonds that form the package.