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But the game doesn't tutorialize this or dispatch an NPC to spell it out. The game also hides a bigger unexplained mechanic: a relationship gifting system. You're just an NPC in their story. Your problems are your own, and the first step is realizing you have a problem. It's hilarious that gifting feels secret.
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. It would feel terrible.
In the end the FOMO doesn't really matter (just like real-life) and fortunately the best part of the game is unmissable -- a strong sequence where someone suddenly turns against you. Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. You talk but they don't listen.
Setting that up properly is an effort in storytelling, a discipline all its own distinct from gamedesign. But what’s important is that you always feel that basic “pull” towards that conclusion, which really isn’t as simple as it sounds to create.
Earlier in MUD design, these zones even “repopped” all at once. It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. It’s stuff that single-player gamedesigners know how to do. Breadcrumbs, dialogue trees, cutscenes, progression paths.
Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. The rough cutscene). The grand scene).
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