28 June 2012
27 June 2012
Garrus Got My Back
He and Liara had my back. But I didn't throw the shooting contest on the Citadel - he's a big boy.
Labels: Mass Effect, videogames
My first play session was more fun than I've had with a game in some time. I felt the weight of consequence for death straight away. It was immediately tense but also engaging. I'd imagined how the game might feel many times over in my mind but was pleased to find it aligned with the more optimistic of these musings. The game relies on a balance between challenging risk/reward mechanics and concessions to convenience sufficient to motivate replay after failure. The primary currency within the game are 'souls'. Any of these carried upon death are lost, permanently if the player cannot return to their place of death within the level without a further death. The player therefore must view death as a setback with the potential to render all in game experience from their passage of play (which may have been anywhere from 30 seconds to a couple of hours) permanently lost. This confronting design decision should not however be judged in isolation as other aspects of the Demon's Souls overall design philosophy provide a context for this particular design choice. Notably,
- Items carried at the time of death are retained and remain with you upon re-spawn.
- Any physical interaction with the level itself is also retained as part of the game state. This means that any time a door is unlocked or path is opened this will remain so from there in. This is important, and feeds directly into the level design which effectively provides mini-level path branches that can be tacked individually and provide much quicker access to previous areas and hence opportunities to return to your bloodstain and regain lost souls.
- Losing souls is a setback in experience but otherwise doesn't matter. The true focus of the game is gaining experience in the traditional sense of the word. The experience lost in souls is offset by the 'real' experience gained by the player through the practice of defeating enemies and learning the level layout. In other words - the game dares to demand that you practice at playing it in order to achieve a certain level of skill required to progress.
- Player skill. In the high score, practice makes perfect sense.
- Experience systems. In the 'play for long enough and you can grind up enough levels to get your way through anything' sense.
Demon's Souls is somewhere in between. Player skill is emphasized but there is still an underlying RPG experience/leveling mechanic. Your ability to rely on this mechanism and progress through simulated skill alone (grind) is however significantly penalised. A shortfall in execution skill brings about swift player death and with it the loss of any accumulated experience points. The designers have tuned this progression balance so that it becomes essentially impractical to progress without demonstrating a minimum level of execution skill. Having managed to complete levels 1-1, 2-1 (and some of 4-1) I've barely scratched the surface of this game and am unsure of what lies ahead.
Labels: Demon's Souls, design, videogames
19 June 2012
Resident Evil 6
Eurogamer really captures the spirit of long time Resident Evil protagonist Chris Redfield with this caption.
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