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Originally Posted by Kieron Gillen
That said, I’ve certainly got some takes on why it failed, and – aside from tech and whatever – there’s a core belief they ran with which (I sadly suspect) isn’t true. Bioshock has ran into the same problem too, in a smaller way.
The best example is the Vent issue. People complained a lot about having to crawl through vents constantly. Except, you don’t have to. The skillset in IW is really subtle and there’s dozens of options at any time. But the vent solution is simple and easy and efficient,and people took it every time it turned up and were bored. (And never experimented with the options as they didn’t *have* to.) Invisible War was made with the belief that players like doing interesting things. Many of them don’t – they’d rather be boring and efficient, and have to be forced into being interesting. (In Bioshock, it’s the “I can complete the game with the wrench” thing by respawning and running. Yeah, you can, but it’ll take forever and be really boring. But what sort of person would do that voluntarily? It’s tedious. Some people need the game to force them to stop being tedious.) |
Anyways the above quote brings up a gripe I've often had with games fandom and that's about the need to be efficient and the way in which you can ruin a game for yourself. I was reading soylent green's excellent account of his adventures in Fallout 3 in the Fallout thread and it sort of put the point into stark contrast. A lot of the experiences he describes are only gotten by approaching the game from a particular angle, throwing yourself into the wasteland without guides or information and just letting the game happen to them.
I've also been having a conversation recently with a few friends about Red Faction Guerilla and how they found the missions and side missions to get boring because all you had to do was drive a car through buildings all the time. I mentioned to him that I'd done several of the missions in vastly different ways using the jetpack, and rifles, and x-ray sniper rifles, to act in a covert or interesting manner and his reply was 'but why would you bother with that, when it's quicker to smash into everything with tanks'.
I'm sure it's not a new problem, pro-time runs have been around since the dawn of gaming, but I do think that achievements have maybe excarebated the issue. I know a few people who will power through games as quickly as possible just so they can move onto the next game for the next set of gamerpoints. I know a lot of people who attempted the Liberty City Minute achievement right off the bat with GTA and I was surprised that people were willing to rush through a game that had taken me about 70 hours to complete first time through.
Now that my long rambling is done, I ask you, the chewers, what you think about the issue.





