Small big improvements

There are a number of small and debatably inconsequential flaws that reoccur in game after game. Always ready to take up unnecessary arms, I have outlined a few of these problems. Each genre has its own issues, but I’ll be looking at things that can generally be found in RPGs. Immersion is important in all games, but particularly necessary in a good RPG. These complaints all revolve around enhancing immersion without significantly changing the game design.

No matter how far storylines advance, most games have merchants that have exactly one thing to say to the player. This flaw makes sure the player is reminded that he is not actually taking part in a living environment, but rather a cold and hardwired video game. →  Post of Tsushima

Shortcomings of the Emerging Plot

Will Wright bores an audience at the Game Developers Conference.

We have probably all heard the complaint that a game felt like a movie instead of a video game. Echoing this sentiment, a handful of successful developers (Will Wright, for example) has criticized traditional linear story telling in games. Randy Smith, in an interview in “Game Creation and Careers,” describes the difference between embedded narrative and emergent narrative. In the first Thief game, for example, Looking Glass wrote an overarching plot that was presented to the player by cut scenes. This immutable narrative is the embedded part of the story. The emergent narrative is the low level plot, the specifics of what happens throughout each individual mission. By presenting the player with game mechanics that allow him to overcome challenges in multiple ways, Smith argues he is allowing the player to, on some level, write his own story. →  May God smite me if I stop reading here!

Bad Design 1

This column looks at design flaws in popular games. Nearly all of the examples of poor design are from games that are either good or great, so don’t assume we are picking on these games solely because they suck and it’s fun to make fun of crap. Perhaps it is the games’ quality that makes identifying one specific design flaw so easy. The flaws are also not unique the only these games; hopefully each specific game we examine will hold a flaw that is common in many other games, some sort of universal design flaw. This will ultimately make the column much more valuable than if it were just a place to piss on a game for a specific and unique quirk. →  The Lord of the Rings: The Fellowship of the Read