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Tag Archives: Game design
Taking consequences in games
In recent news there have been talk about the lack of consequences in games in general. There are very few moments in gaming history where your desicion acctually makes a huge difference and change the gameplay ahead (while there are desicions, there is often only one real option that advances gameplay).
While examples such as BioWares “Mass Effect” where certain decisions change the way the game playout are hard to find BioWare themselves state that they will bring consequences back in their upcoming Star Wars MMO. In traditional games you can often save the game at a point just before a major decision is made and thereby go back and change the choice if you ever regret it, in MMOs you rarely (if ever) can save your progress as all is happning continously in an on-line world. This puts the use of consequences to the test since a player needs to be able to “feel” all those decisions as they should be interpreted in the game. If a player recieves a quest to go chop someones head off he will most likely go chop someones head off without ever contemplating if that is a really good idea to do or not.
In other news the develops from Fallout 3 says they’ve restricted the gamers from being able to kill children in the game as they do not believe it’s something a player should be able to do. With school shootings in several countries this might be a very responsible choice from the developers but it really just walks around the larger issue of lack of consequence. What if you could do whatever you wanted in the game, but that some actions just carry a too high a price for your character or gameplay.
There are other games where the killing of some innocent characters have been restricted, in Blizzard’s World of Warcraft for example there are children that cannot be killed even by the opposing faction. This restriction have instead made people do put in extraordinary effort into killing a “non-killable” character, like draging a huge dragon from the other side of the planet into a major city just to see those “immune” characters suffer. This sort of behaviour is of course considered highly inappropriate by the game masters (Blizzards empolyees who act as “police” in the game) and if you are ever found doing such “game breaking” behaviour you risc being banned. Again, what the world lacks is consequence, if either you draged a huge dragon into the city or killed a child for that matter there should be some kind of penalty for your character but there is not!
Then again… this is games we are talking about, should we restrict games? “World of Warcraft” have some 10 million active players, I very much doubt “World of Consequence” would have the same.
Zelda – the guinea pig
Why is it that the major title Zelda always gets to use the “latest technology” first on new Nintendo platforms. While I love the Zelda series and collect them all I still find it hard to accept some of the game design choices they’ve made in recent games on Nintendo Wii and Nintendo DS. With this I mean the use of the Wii remote and the stylus for DS. These new technologies are interesting and useful in many games but in Zelda: Twilight Princess and Zelda: Phantom Hourglass they feel almost forced in there just to show us what they can do.
Zelda: Twilight Princess was one of the first games to come with the Nintendo Wii and had originally been developed for the Gamecube (to which it was released simultaneously) and throughout the game I feel it’s more of a Gamecube game than a full fledged Wii game. To “make it Wii” Nintendo seems to have decided to make all Sword movements based on the motion sensetive Wii remote and this annoys me. Zelda is an adventure game to me more than a action game and even if it was possible to use the remote to slash your enemies I’d love to keep the “traditionall” gameplay (which I think can be done using a classic controller).
When I recently tried out Zelda: Phantom Hourglass I get the very same feeling, that Nintendo overuses the touch screen to trivial things like moving. It feels like they did it “just because they could” and wanted to show off their new great technology. Again a second option to at least be able to move without the stylus would have helped alot.
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Posted in Nonsens
Tagged Game design, Nintendo, Nintendo DS, Stylus, Wii, Wii remote, Zelda
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