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Showing posts from March, 2024

Narrative choices

 This is just going to be a rant about narrative choices with little to no actual thought put into it. I am just going to make that clear. I find it silly that the idea of, "oh we have to give fake choices because having meaningful choices would be too costly/ ruin the gameplay experience" you can have little narrative moments/ parts of the world where the player choices change how the world is being affected at the end of the day. Saving the Blacksmith's wife from the goblins doesn't have to be some kind of big story/ narrative moment, it could be some small narrative moment, some small story telling detail, it's not the big arching plots players care about; time after time from youtubers and other people I hear people talk about the moments on their journey and not these fake choices I see companies push for the story. Not every single moment in a game needs to be some grand narrative to push the story forward in a way of "feeling" as if your choice ma...

What makes an action fun

 From playing Borderlands 2 again something hit me when playing Maya. The characters mostly chosen/ played in games aren't the powerful characters, not really I'd say but rather the more diverse build characters. What do I mean by this? A character that allows for a wider arrange of skill expression. The wider the skill expression such as the changes to Symetra in Overwatch 2 opened her from more niche players to a wider player base with turning her from her more defense heavy play style origin to her more active aggressor role defense side or offense side now along with mobility. So it stands to reason in other games that the other more chosen than not characters are more fun related. That and with nerfing said fun the characters that are dropped are the ones where doing something powerful too easy no one wants to play them as well even if they do allow for a diverse skill expression. However, why? Simple; the average player wants a character that can fill different roles but ...