Posted July 27, 2014
The biggest problem is how it presents itself - as a strongly narrated game making you difficult, morally ambigious choices. In reality, the games is basically a few very static scenarios, narrated by rather poorly written dialogue (why is everyone saying "SH!T" all the time in the most inappropriate moments?), and the so called "choices" are not choices at all. Instead, you face an optimization task, when you have a few resources (morale, food, health, pain, etc...) to manage, with very crude to missing feedback concerning the outcome of your actions. Your task is to find an optimal sequence of steps AND be very lucky with random numbers. If you are not, you fail, hand have to do a whole tedious section again.
Imagine a game where you would have to memorize a sequence of numbers. If you fail to reproduce it, you have to start again. If you succeed, you have roll three six sided dice - if you fail to roll three sixes, you fail, and have to do it again, together with the memorization part.
"But this is a HARD game, and you don't get it." But I do get it, the game is not hard, it's only extremely unfair, like casino slot machines, or roulette. The odds are stacked against you, and that's why you keep losing. It's not a matter of skill, it's a matter of ridiculously blind tenacity. You just have to keep on trying until after very long time, you will be lucky. Is it worth the effort? My answer is a resolute NO, there are far better games out there that do not try so hard to abuse you.
The creators of the game are obviously very aware of the nature of the game, since they state in the beginning: "You will hate us a lot." Well players mostly hate the designers for badly designed games. If the frustration far outweighs the satisfaction it brings, the game has a serious problem. If you, as a designer, know about it, and don't do anything about it, then you have a problem. But the game designers just send a clear message to the player: "We are the gods that are watching you fail and fail again. And it's your fault."
Instant deaths are frowned in game design, because they are unfair to the player. Yet this game prides itself in using it ad nauseam. However, it's probably just a method to cover up how very little content the game actually features. If you want a 5 hours of gameplay, and want the player to spend 10 minutes in each room, you have to design 30 locations for that purpose. However, if you make a game like this that makes you spend an hour or more on one room, voila, you need only 5 rooms, that's six times less work. If you played the game, just ask yourself: "If I made each level on my first try, how would I perceive the overall length of the game?"
Imagine a game where you would have to memorize a sequence of numbers. If you fail to reproduce it, you have to start again. If you succeed, you have roll three six sided dice - if you fail to roll three sixes, you fail, and have to do it again, together with the memorization part.
"But this is a HARD game, and you don't get it." But I do get it, the game is not hard, it's only extremely unfair, like casino slot machines, or roulette. The odds are stacked against you, and that's why you keep losing. It's not a matter of skill, it's a matter of ridiculously blind tenacity. You just have to keep on trying until after very long time, you will be lucky. Is it worth the effort? My answer is a resolute NO, there are far better games out there that do not try so hard to abuse you.
The creators of the game are obviously very aware of the nature of the game, since they state in the beginning: "You will hate us a lot." Well players mostly hate the designers for badly designed games. If the frustration far outweighs the satisfaction it brings, the game has a serious problem. If you, as a designer, know about it, and don't do anything about it, then you have a problem. But the game designers just send a clear message to the player: "We are the gods that are watching you fail and fail again. And it's your fault."
Instant deaths are frowned in game design, because they are unfair to the player. Yet this game prides itself in using it ad nauseam. However, it's probably just a method to cover up how very little content the game actually features. If you want a 5 hours of gameplay, and want the player to spend 10 minutes in each room, you have to design 30 locations for that purpose. However, if you make a game like this that makes you spend an hour or more on one room, voila, you need only 5 rooms, that's six times less work. If you played the game, just ask yourself: "If I made each level on my first try, how would I perceive the overall length of the game?"