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Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). AAA games are first and foremost products and their “smooth functionality” is prized above all else.
This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. It is also possible that secrets don’t get put into games because games are so expensive to make, particularly the bigger AAA-ish sorts of games. They are findable. The same is true for secrets in games.
Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.
unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? I imagine Arkane debated this a lot, and over the years, had to bow to AAA approachability and clarity. sorry if your game happens to crash, or you get a dreaded UI freeze.
The first product of this independence was 2019s Death Stranding , which departed heavily from the conventions of the Metal Gear Solid series and explored innovative new gameplay concepts in a new setting. His games’ cinematic qualities and high technical standards also laid the early groundwork for our modern big-budget AAA games.
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