Men_in_Boxes
Snake Oil Salesman
Agent Smith explains to Morpheus that the first Matrix was a utopia. Humans rebelled because we define our existence through suffering.
A common theme in the Vampire genre is a malaise or depression that comes from being immortal. When we can't die, we also say goodbye to joy.
Viktor Frankle wrote "If there is a meaning in life at all, then there must be a meaning in suffering. Suffering is an ineradicable part of life, even as fate and death. Without suffering and death, human life cannot be complete."
I'm playing Shadow Gambit, Mimimi Games Magnum Opus. The culmination of their expertise built over 15 years on a specific genre. Their last big attempt at saving their studio.
In this game, they build save scumming directly into the narrative. The game is constantly telling the player to save so that, when they fail, they only have to rewind 7 seconds rather than 30+ seconds like in prior games.
Mimimi Games thought removing as much pain from the player as possible would help save their studio. The result...Shadow Gambit bombed and Mimimi Games closed up shop.
Part of the reason why multiplayer has usurped single player is because consequence and suffering is naturally built into the design. We're willing to risk losing if we have a chance at winning. In the single player space, we see the Soulslike games grow in popularity, the roguelite genre continues to rise, and open world RPGs continue to get more popular.
Is the industry slowly uncovering the fact that players want consequence in their games?
A common theme in the Vampire genre is a malaise or depression that comes from being immortal. When we can't die, we also say goodbye to joy.
Viktor Frankle wrote "If there is a meaning in life at all, then there must be a meaning in suffering. Suffering is an ineradicable part of life, even as fate and death. Without suffering and death, human life cannot be complete."
I'm playing Shadow Gambit, Mimimi Games Magnum Opus. The culmination of their expertise built over 15 years on a specific genre. Their last big attempt at saving their studio.
In this game, they build save scumming directly into the narrative. The game is constantly telling the player to save so that, when they fail, they only have to rewind 7 seconds rather than 30+ seconds like in prior games.
Mimimi Games thought removing as much pain from the player as possible would help save their studio. The result...Shadow Gambit bombed and Mimimi Games closed up shop.
Part of the reason why multiplayer has usurped single player is because consequence and suffering is naturally built into the design. We're willing to risk losing if we have a chance at winning. In the single player space, we see the Soulslike games grow in popularity, the roguelite genre continues to rise, and open world RPGs continue to get more popular.
Is the industry slowly uncovering the fact that players want consequence in their games?
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