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In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general gamedesign and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core gamedesign wanted to hit.
Within broader gamedesign culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. On the other hand, why shouldn't our fantasy settings involve Mesoamerican and Andean influences? The textures are fine! It echoes colonizer arguments about "savages" who "need" to be conquered.
As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. Somewhere in the late 90s, and certainly by the mid 2000s, it was decided that secrets are bad and games shouldn’t have them. They are findable.
So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge.
Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasygame in a virtual world with real-world stakes. So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game.
I would have played it sooner, but I was on this huge Final Fantasy kick (which is still ongoing, to be honest). This might have some very light spoilers, but… honestly, one of my main criticisms is that there isn’t much to spoil in this game, at least not in the 27 or so hours that I played. Wish me luck.
So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.” It’s stuff that single-player gamedesigners know how to do. Breadcrumbs, dialogue trees, cutscenes, progression paths. So is FFXIV. But Eve is basically simulationist.
When we talk about MMO, many may relegate this game category to “old-school” or “niche.” Only MMO like World of Warcraft and Final Fantasy 14 are still generally recognized by western gamers. Weapon and armor design in Lost Ark is often extremely exaggerated and luxurious. The rough cutscene). The grand scene).
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