Posted March 26, 2012
There's an article posted on Kotaku that caught my attention and I found it interesting, mainly this:
"Where the evolution in failure lies, Juul claims, is in the guidance a game gives the player toward understanding the tools and the world. Where games of the 1980s could let a player make an irrevocable mistake and then keep playing, unaware, for hours, modern games are more likely to telegraph intent and requirements. With feedback from the game, the player experience is less likely to result in any failures. He cites Guitar Hero as an example of a game with instant feedback, and adds:
I think that games have become easier in one way; there's that guiding line from your current state to incompetence to becoming competent. There are more signals. There used to be a longer time where you're just sort of practicing blind. Now I think there are many more attempts at steering you toward improvement.
(...)
Then there's the question, especially if it's a mystery, of whether you have figured out who did it, for example, who committed the murder. So you might say that with other art forms it becomes sort of a social thing. It's not that you're denied access to the ending or something like that; it's more about that social performance at the end when you're discussing the end. So you'd say that … games are interesting since all of that is sort of hard-coded into the game; they'll tell you physically if they're doing well or not doing well."
Why not allow the player to reap the consequences of his own bad choices? Few games that do come to my mind.
Fallout 1 and 2 are one of the best examples, and a more recent one, even if to a lesser extent, Mass Effect 2, it allowed you to end the game with all your crew, part of your crew or complete the game but die in the process. That was one of my favorite features in Mass effect 2, choice and consequence, but I do think that it could have been a feature more explored and more open, not only in Mass Effect but also in other games.
"Where the evolution in failure lies, Juul claims, is in the guidance a game gives the player toward understanding the tools and the world. Where games of the 1980s could let a player make an irrevocable mistake and then keep playing, unaware, for hours, modern games are more likely to telegraph intent and requirements. With feedback from the game, the player experience is less likely to result in any failures. He cites Guitar Hero as an example of a game with instant feedback, and adds:
I think that games have become easier in one way; there's that guiding line from your current state to incompetence to becoming competent. There are more signals. There used to be a longer time where you're just sort of practicing blind. Now I think there are many more attempts at steering you toward improvement.
(...)
Then there's the question, especially if it's a mystery, of whether you have figured out who did it, for example, who committed the murder. So you might say that with other art forms it becomes sort of a social thing. It's not that you're denied access to the ending or something like that; it's more about that social performance at the end when you're discussing the end. So you'd say that … games are interesting since all of that is sort of hard-coded into the game; they'll tell you physically if they're doing well or not doing well."
Why not allow the player to reap the consequences of his own bad choices? Few games that do come to my mind.
Fallout 1 and 2 are one of the best examples, and a more recent one, even if to a lesser extent, Mass Effect 2, it allowed you to end the game with all your crew, part of your crew or complete the game but die in the process. That was one of my favorite features in Mass effect 2, choice and consequence, but I do think that it could have been a feature more explored and more open, not only in Mass Effect but also in other games.
Post edited March 26, 2012 by NightK