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Rev Rant: empowerment

2:40 PM on 08.13.2009   |   Anthony Burch


Every Thursdayish, Anthony Burch discusses some aspect of the gaming industry or game design in his weekly Rev Rant.

I'm not actually onscreen for this one (for the best, probably, as my beard would have taken up half the frame anyway), but it's basically about how 99% of action-centric games are about empowering the player in every way possible, when often the opposite can lead to more interesting, varied gameplay.

You can watch it after the jump, as always.

[Image by Phallus Knife Fight, from his incredible PSA PSA.]








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82 comments | showing # 1 to 50
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's Avatar - Comment posted on 08/13/2009 14:46
Clint
With your suite, ruffled look and constantly changing background, you kind of remind me of a timetraveler in these XD
Issun's Avatar - Comment posted on 08/13/2009 14:51
Issun
Needs MOAR Beard.
Also, it was a great show.
Amaru's Avatar - Comment posted on 08/13/2009 14:51
Amaru
I LOVED this episode. I'm sick of being such a "badass" all of the time. That's why I like a lot of stealth games.
Stevil's Avatar - Comment posted on 08/13/2009 14:52
Stevil
That bit in CoC: Dark Corners of The Earth is one of the best moments in gaming ever. It reminds me of Atlus/Konami's Hellnight (aka Dark Messiah), where the whole game is one big chase through mazes with only Japanese schoolgirl with psychic powers to help you avoid the monster that keeps getting faster. You on the other hand, never make any personal empowerment, which makes the game even more terrifying as the game progresses.

If you do lose your psychic companion, you can gain another, but they have limited ammo against the creature and no means of tracking it as you find the exit. You're constantly struggling as you delve deeper into the Tokyo underground. They only time you overpower the monster is at the end, but it's not directly either. You're chased right up to the final minute. Shame that very few people ever actually played it.
falinter's Avatar - Comment posted on 08/13/2009 14:52
falinter
I'm sorry Rev but your Rant today (I haven't even listened/watched it) isn't going to come close to the awesome levels that the PSAPSA reaches.

That shit was holding my sides hilarious.
sexycommando's Avatar - Comment posted on 08/13/2009 14:56
sexycommando
Just a bit of constructive criticism. I know these are supposed to be "rants", but you kind of talk too fast. If you aren't trying to make the rant sound angry, why are you talking so fast? It's hard to understand you sometimes because it seems like you are talking faster than you normally would. I would personally prefer it if you just spoke at a normal pace,
Chris Carter's Avatar - Comment posted on 08/13/2009 14:56
Chris Carter
I actually really liked inFamous' contrast towards nearly every other action game. Cole was pretty weak in the grand scheme of things, in that he could get dropped easily with a few rifle bullets.

What's the most ultimate popular "disempowerment" series in my opinion? Clocktower.

Also, how did Mirrors Edge "screw up" powerlessness in the main game? Just don't grab guns and it's the same experience as the demo.
RonBurgandy2010's Avatar - Comment posted on 08/13/2009 14:59
RonBurgandy2010
Hm, interesting again. Nice work.
KorJax's Avatar - Comment posted on 08/13/2009 15:02
KorJax
Ohhh I'm so glad you did a rant on this. I TOTALLY AGREE!

Often times the BEST experiences I've ever had in a game where when I WASN'T empowered, and when I legitimatly become the hunted instead of some kind of super-hunter.

Or situations where I felt like I was simply a part in a bigger effort (like in Freespace 2) or I was going against a similar opponent/situation that is legitimatly un-empowering (such as in most mulitplayer games or in ArmA2, where the game is more about making right strategic choices for your squad inside of simulator-style gameplay instead of being a badass).

That said I love feeling like a badass too, but usually only when it's my choices that make me feel like one. Such as in Oblivion, where I built myself to be a badass instead of a game saying "okay you're a badass!".
Kyle MacGregor's Avatar - Comment posted on 08/13/2009 15:04
Kyle MacGregor
If I were to reveal the fact that I like the controls in Resident Evil would you hate me?

I think it really works for what it is. Plus, it helped me invent the sport of zombie-juking.
Rockvillian's Avatar - Comment posted on 08/13/2009 15:04
Rockvillian
Also beginning of Half Life 2. No weapons, everything's being watched, then you're being shot at as you run across rooftops and chased through busted out apartments. It ends when you see those Combine in the hallway messing with someone and you get your crowbar out, and after a few whacks you get the pistol. So good.
Brian Keljore's Avatar - Comment posted on 08/13/2009 15:16
Brian Keljore
For some reason, this rant made me think of Tellah, in Final Fantasy IV. For a while, he is your strongest magic wielder, as he has access to high level magic, but abysmally low MP. Leveling up does not help this either, as he never gets more MP, and his physical stats actually decrease as he levels, making him more vulnerable to attacks. While it is not an action game I feel this is a pretty decent example of disempowerment, even though you only have to deal with it for a short while.
TheCleaningGuy's Avatar - Comment posted on 08/13/2009 15:16
TheCleaningGuy
That PSA has singlehandedly influenced me to start listening to podtoid.
Havoc Fang's Avatar - Comment posted on 08/13/2009 15:18
Havoc Fang
(Spoilersish, but if you saw the video it would be anyway)
I once read someones views on what would have been a much more climatic final boss for Bioshock, where instead of Awesomepower VS Awesomepower x2, it should have been you as a ridiculously tough guy escorting Little Sisters into the submarine while Fontaine constantly respawned as a weaker enemy that attacked you with weak attacks but really fast, to contrast with Big Daddy fights where you'd be the weaker force that kept coming back for the Little Sister, and it sounded awesome.

As for the bulk of the arguement, hell yes. Games where you are weak and the enemy is strong can turn out damn well. I hated the bulk of Bioshock, but the Big Daddy fights always felt surprisingly great (Big Daddies and the Cohen Nutcracker scene were the bits I liked). I can't think of many other games where you are the weaker side, except maybe some stealth games.

On the side of being overpowered, I have to say the equal is when you can kill an enemy really easily, but there are tons of enemies. This is where unlimited respawning enemies can actually be a good thing.
alupiniii's Avatar - Comment posted on 08/13/2009 15:18
alupiniii
I signed up on d-toid after reading for months simply to say how much i have enjoyed your rants on varying the character experience (non-linearity, moral choice, and now disempowerment). Though I do think that standard FPSes can provide these moments of rebalancing. In 1943 last night, I was stuck among much more powerful enemies and was forced to come up with a new solution. Of course that's multiplayer, but it speaks to the same issue of forcing the player to become as creative as a person would be under similar conditions.
Danl Haas's Avatar - Comment posted on 08/13/2009 15:19
Danl Haas
I don't see many people taking issue with this, probably because you were pretty nice about it. You weren't saying super empowering games blow, just that you'd like to see the opposite explored more. That's extremely reasonable and something I can get behind 100%. I missed your beard, though.
TheRico's Avatar - Comment posted on 08/13/2009 15:19
TheRico
The Arkham Asylum demo (and presumably the full game) seems like an interesting study in both empowerment and dis empowerment. Although it adheres to certain conventions of the stealth genre, like that sense of helplessness when facing more that a couple of enemies at once, Batman is capable of besting any opponent in 1-on-1 or unarmed combat. You're given a tool set in that game that allows you to feel like a badass while not allowing you to go in guns blazing. And it does that maybe even better than MGS or Splinter Cell, where even one soldier can cause you trouble if you go about it the wrong way. Basically, I think the fact that those two seemingly contradicting ideas can effectively co-exist, fascinating.
Anyways...Good rant, keep up the good work
Chris Carter's Avatar - Comment posted on 08/13/2009 15:19
Chris Carter
@Cad
My best friend and I used to call it "Barry Sanders-ing" in addition to juking.

"Ooop! Barry Sanders bitch!" Fun times, especially during RE2's helpless un-empowering (c what I did thar) Sherry Birkin segments.

For what it's worth, after all the pre-RE5 control bitching, no one seemed to complain when people actually realized they worked fine, and the game received generally glowing reviews.
Matthew Blake's Avatar - Comment posted on 08/13/2009 15:21
Matthew Blake
I think even injecting a little bit of disempowerment makes the empowerment more satisfying. Think about every single Metroid game: You start off with a ton of cool toys, then you lose them, and by the end of the game you gain them back and then some. I'd personally love to see a wargame where your character couldn't operate any guns; he'd have to find more clever ways to get across the battlefield without getting killed.
MuddBstrd's Avatar - Comment posted on 08/13/2009 15:22
MuddBstrd
Definitely agree with you on this one, Anthony. Disempowerment is an incredibly awesome gameplay mechanic when pulled off correctly. It was one of the reasons I was really looking forward to Mirror's Edge, and why I was so disappointed when I actually played the full game.

One pair of modern, mainstream action games that I can think of that do pull off the feeling of disempowerment quite well are the two Metroid GBA games (Metroid Zero Mission and Metroid Fusion). In Metroid Zero Mission, near the end of the game Samus is stripped of her power suit and has to stealthily make her way through a ship of space pirates. One can feel the frustration that Samus would feel at the fact that enemies she could have blown apart with one easy shot now mean almost certain death. Similarly, when Samus regains her power suit in a blaze of light, there's a huge rush the player experiences at finally regaining what was lost. The power that the player had gradually built up over the course of the game was taken away, and upon its restoration, the player gains a new appreciation for all those acquired weapons and abilities.
Vanilla Gorilla's Avatar - Comment posted on 08/13/2009 15:23
Vanilla Gorilla
Metroid Fusion had a lot of those disempowering elements. And they were enjoyed! I mean, seeing your clone come after you when you lost all your powers always created the "Ohfuckohfuckohfuckohfuck I GOT TO GET AWAY!" tensity, but what was most enjoyable was actually having a "loss condition."

And that is one thing I really hated about FEAR. You are an amazing badass, which is a lot of fun, but then you get pulled out of your element and placed into these "extra terrestrial" moments where reality just warped around you. Blood was pooling at the ceiling and all sorts of fucked up shit was happening, but in the end, none if that really mattered. As soon as little bitch approached you, the moment would end and you would be right back at where you were.

If there was serious consequence for performing badly during FEAR's little freak out moments, I may have been genuinely freaked out and scared when they happened. But because I knew I wasn't in danger until I was back in reality, they weren't terrifying to me. The transparent fuckfaces were the most terrifying thing in FEAR to me, which doesn't say a lot when you consider how many FPS' already have invisible style enemies in low lit rooms as an obstacle.

Though, I should mention, disempowerment should not become a "norm" in the Action Genre, much like continual main character death should not be considered a "norm" within the RPG Genre. Some games, fine, but if I want to be empowered, I'll play action games. If I want to be disempowered, I'll either play a stealth game or I'll play an action game on the hardest difficulty. I really would hate a trend if every action style game continually robbed you of that empowerment and forcibly made you continually deal with being completely out-gunned.
Tanukitsune's Avatar - Comment posted on 08/13/2009 15:24
Tanukitsune
Penumbra almost worked for me... I was terrified of the monsters until I realized I had a health bar and all they did was hit me...
DJDuffy 's Avatar - Comment posted on 08/13/2009 15:32
DJDuffy
I think you're on to something Rev, with the whole disempowerment thing, and I would love to see more of this in games as well. On the other hand, I don't see games where you are armed necessarily empowering because the amount of apposing force can be much greater. A good example of this from an earlier age was Goldeneye. Anytime you'd hear the alarm go off somewhere, you knew you were in trouble and about to be outnumbered.

I think a lot of empowering games do this from time to time where there will be moments of disempowerment through a greater opposing force, scare tactics, etc.
Randios187's Avatar - Comment posted on 08/13/2009 15:39
Randios187
very well put... And i agree with rockvillan about half life 2. I was so excited to keep playing after the first 20 minutes because of the disempowered feeling... then it went away in a snap lol
KoKoO Psy's Avatar - Comment posted on 08/13/2009 15:42
KoKoO Psy
Someone needs to do an animation of Rev's beard over time. Each picture faded into one another. TIME LAPS!
DJP3DRO's Avatar - Comment posted on 08/13/2009 15:47
DJP3DRO
It's funny that you put MadWorld in there as an example of empowerment when the entire game is a study in the field you just had a rant about and about how pointless empowerment is.
Darren Nakamura's Avatar - Comment posted on 08/13/2009 15:50
Darren Nakamura
I agree, some of the most tense moments give the player this feeling of disempowerment. The one I can come up with most readily is the final part of Metroid: Zero Mission, where after beating what you thought was the last boss, your Varia Suit then gets destroyed, and you have to navigate through a Space Pirate base using only a stun gun.

Still, while I agree portions like this are more interesting, I am curious whether they would be as interesting as they are were they more prevalent. I would not be at all surprised to find that parts like this would get boring if they occurred as often as the typical power fantasy does.
mario actually's Avatar - Comment posted on 08/13/2009 15:57
mario actually
Absolutely right.
Ffordesoon's Avatar - Comment posted on 08/13/2009 16:00
Ffordesoon
I wrote a blog a while back on this very subject, so pimpage is natural, I think.

That's an interesting and very true point about horror games. Powerlessness is inherently much scarier than empowerment. I think that's one of the main reasons why a lot of people didn't think Dead Space was very scary: you always obviously had all the tools you needed to survive, there were save points everywhere, etc. The actual mechanics of the game worked excellently, and it failed as a horror game for a lot of people because the mechanics were so easy to use. There was no real sense of loss when you died, so there was no real fear of death.

That's interesting, I think, because the current school of thought in American game design strongly encourages developers to make their controls and mechanics as intuitive as possible. You rarely heard anybody complain that Dead Space was a bad game, and I think that's because it was very fun on a basic level. The argument against it was always "It's just not that scary." Because fun isn't scary. It's almost as if a survival horror game has to cripple its gameplay to be considered a narrative success.

Odd, no?
TheEvilV's Avatar - Comment posted on 08/13/2009 16:01
TheEvilV
When I first saw the title of this I was kinda meh.

Then I watched it and I slapped myself for thinking it was meh.

Because it is a very good point. Thinking back on alot of my "epic" moments in videogames there are few where I am the great action hero that just comes through and mows everyone down. The best moments were when I was the underdog, when this guy was clearly more powerful then me and was kicking my ass like nothing. Then through my own strategy and hell just luck sometimes, I was the victor.

For example, in RPG's I rarely power level my characters. I play the game straight through, letting each random encounter happen when it happens. Then the boss comes up, and its legitimatly hard for me to defeat them because im not level 99. I have to use strategy, and items, and actually think to defeat them. And its one of the best feelings to down that boss at the end of the night.

Another example might be what you used in the video. Running away from that powerful force that will surely kill you if it catches up. There is no better feeling then jumping across that roof and turning back to blow a raspberry at whatever was chasing you. Or win in a racing game with a suckier car.

So I agree with this rant, cant wait till the nest one.
Trebz's Avatar - Comment posted on 08/13/2009 16:01
Trebz
Once again, I fully agree with this one. But even with stealth games, there still a feeling of empowerment. The protagonist is rarely placed in a position where a little bit of choking or firepower wouldn't work.

[MGS SPOILER]
One of my favorite moments of disempowerment comes from the first Metal Gear Solid. When I first played MGS, I didn't take the torture scene seriously, so I didn't really try to mash buttons. I thought I'd get a game over, worst case scenario. WRONG. I failed the torture and after that moment the game proceeded to make me feel awful for effectively killing Meryl. Otacon asks me how I could ever look at myself in the mirror again. Campbell keeps crying on my shoulder about how I couldn't help it and how he was going to tell her that he's her father. And at the very end, even Snake wimps out, crying and telling himself that he's useless and can't do anything right. And throughout the rest of the game, there's this terrible feeling I got that I effectively destroyed the MGS canon, ruining every event that came after.
Jon Bloodspray's Avatar - Comment posted on 08/13/2009 16:04
Jon Bloodspray
This rant was "super groovy fuckin awesome"
Elsa's Avatar - Comment posted on 08/13/2009 16:09
Elsa
I actually touched on this topic a bit in my recent monthly musing blog... but I was speaking of disempowerment in multiplayer online games. Rather than ranking up and acquiring "more", I think it would be interesting for a game to have players choose something to give up (weapons/armor) - to become disempowered in contrast to lower ranked (newer or worst) players. It would create more of a challenge for superior players, but let them still play with the masses. Personally I like "having less" and it gives me more of a sense of actually winning.. than when I win a multiplayer game but have better weapons, more armour, get more points per kill or have other perks not available to the other players in the game.

I think that there is simply a truer sense of accomplishment when you manage to win with less... when you are disempowered versus the A.I. or even versus other human opponents.
CALkulon's Avatar - Comment posted on 08/13/2009 16:16
CALkulon
"Also, how did Mirrors Edge "screw up" powerlessness in the main game? Just don't grab guns and it's the same experience as the demo."

Just what I was about to say. Which, on an unrelated note is a prime example of good trophy/achievement ideas - forcing the player to play the game in an entirely different way, which is satisfying in its own right.

Whilst I do agree that we could do with more scenes/games involving disempowerment I'm not sure it would catch on in terms of sales - most people play games to be empowered, feeling badass is pretty damn fun after all. Which is a shame, given that gaming is also about doing things you can't do in real life normally (which is empowering in and of itself I suppose) which can obviously extend to the ideas you talk about.
Arctic Dagger's Avatar - Comment posted on 08/13/2009 16:20
Arctic Dagger
@TheRico I really have to agree with you man. Yeah Batman maybe be a bad ass when he is fighting a two-bit thug but when more show up with guns that's where the dis-empowerment comes in.
eduh's Avatar - Comment posted on 08/13/2009 16:38
eduh
awesome rant Anthony, great point.
Reginald's Avatar - Comment posted on 08/13/2009 16:39
Reginald
SPOOOILLERSSSSSSSSSS
ration's Avatar - Comment posted on 08/13/2009 16:52
ration
I really like stealth action games because they give power that can

be revoked, which make them a little more realistic. In any other type of

game you have more power than your enemies, but in a stealth game you have

the same amount or less (in terms of strength) but you do have cover and

knowledge. The stealth aspect gives a different type of thrill because

the moment you screw up, your fucked. I agree with you 100%.
TheBigFeel's Avatar - Comment posted on 08/13/2009 17:02
TheBigFeel
My favorite game ending ever is Metroid: Zero Mission. It's a playable epilogue to the original game where Samus is shot down as she escapes the planet. All her powerups are gone, but space pirates are everywhere and they're as powerful as they ever were.

Turning the game upside down like this was awesome.

Most game these days actually seem to start you out with tons of power, giving you a taste, then pull it away so you have some glimpse of what you're working towards. It could be done via flashback, playing as a mentor in the prologue, or straight-up revocation. Symphony of the Night was one of the first to do this that I can remember. It's a great trick for getting people interested in the game in the first 5 minutes, but it was interesting to see Metroid do it at the end of the game (although prime did it at the start like everyone else)
nintendoll's Avatar - Comment posted on 08/13/2009 17:02
nintendoll
While disempowerment can definitely work in some places, I don't think it should make up the majority of the game.

Some Spoilers Ahead (Bioshock)


Disempowerment most certianly makes survival horror, and to some extent actions games more exciting. However, using these elements excessively would be too frustrating for the player. As much as you may criticize Bioshock for its admittedly anti-climactic final boss battle, it was exactly the type of relief the game needed. The climax of the game was meant to be the confrontation with Andrew Ryan--NOT the final boss. The shock of betrayal, the fights with Big Daddies you mention, and even the stress of escorting the Little Sister around are the strongest moments of disempowerment in the game. The final boss battle is the moment where the player can let out their frustration on the main enemy: a man so sequestered from and disconnected from society that he has never once felt overpowered or overwhelmed by another person. While I agree that it's not as difficult or strategically complex as other fights, it rings with a sort of poetic justice.

As for other games in general, disempowerment might be a wonderful story device and to some extent an aid in diversifying gameplay, it is simply not practical to use it all of the time. All good, story-driven games should have a moment of disempowerment, but not at the cost of the game's ultimate goal--entertainment. Unless you are a die-hard survival horror fan, taking the power away from the player is nerve-wracking. This build-up of tension only break when the player is given some sort of relief (more power) or when it explodes in frustration (player death). The end result is that half of the people who played would love the game, and the other half would find themselves perpetually angry and would eventually stop playing.

I mean, imagine if Bioshock was completely focused on this element and all of the enemies in the level were Big Daddies. I think that after an hour or less, most people would switch the game off not because of the frustration of having little power, but because they would feel as if they made no progress.

Player empowerment, story aside, also serves as a rewards system for the player. When you accomplish something ridiculously difficult in a game like say, taking down a Big Daddy, you naturally expect the game to reward you. In Bioshock you get Adam (plus whatever money and materials the Big Daddy carries) which allows you to power up and makes the next time a bit easier. If each encounter with a Big Daddy was as difficult as my first, I would feel dread instead of excitement when I saw one plodding around. Granted, even with the power-ups, there was still a bit of fear in me. However, without giving the player more power, what would be the point of fighting the Big Daddies at all? They don't impede your progress of the level in the least.

I'm not disagreeing with the idea that games should consider the idea of disempowerment more as a factor of both story and gameplay, I'm just saying it won't work for every game
BA Chieftain's Avatar - Comment posted on 08/13/2009 17:19
BA Chieftain
One of my favorite game series to do this disempowerment is Mega Man... while Mega Man eventually becomes this big bad ass in a bunch of the games as he collects more powers, he is intentionally hindered in several ways, my favorite of which is his inability to shoot up. I almost always bee line straight to Metal Man in MM2 for the simple reason that the ability to shoot in a different direction makes the game at least 3 times easier. I can't remember where I read it, but I recall reading somewhere that the developer's had intentionally put this in to make it so the player's best strategy to get through the levels was not necessarily to kill everything. Mega Man was always more skilled at platforming (running, jumping, sliding later on) than he was at killing. It is a very subtle way to develop his character.
Anthony Burch's Avatar - Comment posted on 08/13/2009 17:24
Anthony Burch
The Mirror's Edge disempowerment didn't work for me because the game started forcing you into combat, which meant forcing you into becoming a Big Badass Killing Machine. You still felt disempowered, yeah, but the gameplay options you were presented during those moments with didn't take advantage of that weakness. It wasn't, "okay, you're a lousy fighter, so you have to find another, more unusual way to survive and succeed," so much as it was "okay, you're a lousy fighter -- now go fight everyone."
trunxkam45's Avatar - Comment posted on 08/13/2009 17:32
trunxkam45
what about silent hill?
RonBurgandy2010's Avatar - Comment posted on 08/13/2009 17:33
RonBurgandy2010
That's what I hated the most about Mirror's Edge, the forced combat.
lastdual's Avatar - Comment posted on 08/13/2009 17:35
lastdual
The new Silent Hill title should be interesting, as it's basically built all around these types of experiences. In basically every encounter, you just have to escape before you get killed. I hope they pull it off, but as you said, even when it's not done perfectly, it can still be satisfying and memorable.

Also, one of the best moments like this was escaping the bear in Condemned 2.
Spork's Avatar - Comment posted on 08/13/2009 17:52
Spork
A level from one of the Hitman games did this - I think Bloodmoney it was. You're in a hotel room, a swat team and loads of cops storm it, and it's surprising as hell. Throughout the entire game you're so empowered, to suddenly have that taken away from you was great. Can't remember definitely if that feeling lasted the whole level, I'm pretty sure it did.

Also, Survival: SOS did lack-of-empowerment really well too.
Holyetheline's Avatar - Comment posted on 08/13/2009 18:23
Holyetheline
Disempowerment is very rare in games but definitely something I would like to see happen more often.
PanOpticon's Avatar - Comment posted on 08/13/2009 18:41
PanOpticon
My all time favorite game of disempowerment, Thief the Dark Project!

No trial and error because it gave you incredible feedback. If you were making too much noise or if someone got a glimps of you rather than sounding an alarm a guard would say "What's that?" and start to walk over to where he saw/hear you, giving you time to hide. You knew exactly if you were exposed or not and could play within the realm of risk and reward with lots of options on how you wanted to overcome each obstacle.

Excluding the undead parts, Looking Glass Studios' Thief series was the best example of effective disempowerment. Too bad it came out at the upswing of empowerment heavy games (Quake 2, Half-life 1, Unreal) and was pretty much lost on people's radar. Rest in peace Looking Galss, thank you for giving us something different.
Anifanatic's Avatar - Comment posted on 08/13/2009 19:18
Anifanatic
LOVE that scene in Dark Corners of the Earth. And I was very sad when it turned into a crappy FPS. Disempowerment (or usually, just lack of empowerment because you're just Human), is extremely satisfying when you actually do something. Being superhuman in a game feels fun because it's a detachment from reality. It's fun sometimes to pretend to be something you're not, but it's always struck closer to home when you play someone just like you, put into a supernatural or challenging situation. I think Dark Corners of the Earth did really well because it feels real. You don't have a life bar, your vision blurs, you stumble, you start rambling incoherently out loud, it throws you off. Your controller shakes with your heart rate that's getting faster and faster. You hear the doors banging and you are afraid for your life. That scene scared the crap out of me and it's still something that makes me shiver just thinking about it.

And Dexter345 brought up Metroid Zero Mission. I can remember my stream of thoughts "Well, it's a remake, and it really isn't that hard and oh look a cut scene....wait, what... no >:( what... oh my god. Where is all my shit. FFFFFFFFFFFFFFFFFFF-oh crap."
SadCheese's Avatar - Comment posted on 08/13/2009 19:36
SadCheese
The greatest example of multiplayer disempowerment could be Left 4 Dead. Before everyone figured out you could hide in a corner and melee to death any horde, your best weapon was your friend right next to you.

Sometimes the basic idea of the player starting out weak and ending up empowered doesn't pan out well. In one of the Sims 2's many expansion packs, one allowed you to open your own business. Unfortunately, it required you to micro-manage the crap out of your business and make it into a franchise in order to stay in business. I didn't like it because in my head I would rather run a mom and pop comic book shop where I would focus on the interactions between employees and customers in a manner that resembles the Quick stop from Clerks rather than climbing the career to the top.
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