So here's the deal,
It's vacation tiiiiiiiiiime, YAY! And we all know what that means, the return of an inconsequential Dtoid community blogger, EXCELSIOR!
But yeah, school's finished, and not having to expend my writing juices on that has left more than enough to reinvigorate the old destructoid fingers. Hopefully all the friendly faces I remember will still be here, and will also be attending PAX, which I hope to see all of you at; it'll be my first Dtoid meetup, and I couldn't be more pumped.
But you didn't come here to read nostalgic ramblings from some dapper skeleton, you came because that mildly suspenseful title caught you at an especially bored time, and you had a what the hell moment.
(as a small aside, if you were looking for a sense of how out of my mind school and corectness is, I spelled that skeleton up there with a 'c' the first time around. Yeah, I know)
What I've kinda picked up on, and I could be months behind on this, is that actual consequences are starting to make there way into a couple games here and there, and it's something I'd love to see continue. Oh and don't think I haven't come prepared with my own suggestions for the thousands of industry buffs who read this blog with baited breat. WACHYOO NO 'BOUT INSIGHT?!?!?
The obvious example would be ME2. At the end of the game, if you didn't know your teams abilities and strengths well enough, chances are some of them were gonna die.
And now LA Noir claims that the players will have significantly different experiences based on the choices they make. If you don't go into an effective line of questioning, misread a subject, overlook clues, arrest the wrong person, your path will deviate. Essentially, you'll have to deal with your mistakes.
Now I am well aware of the fact that two games in no way constitutes a trend, and there are many other examples, but I chose those two because they're concrete, popular examples, and mentioning little known games and thinking I'm smart because of it is a little more hipster than I like in my iced mocha blog-uccino. Oh, and I don't really know of any little-known games. There's that too.
The reason I think this happened is because, for the entirety of games history, our generally accepted consequence isn't. The "game over" is an inconvenience, a time warp back and a cause of many shattered gamey things. (Par example, In a fit of CoD age, my roommate somehow managed to pop the rumble weight out of the 360 controller, have it return to its normal shape, and display little evidence of the preceding excretion . And that's a mild example, at least he's not this guy
Permanent consequences for failure give a player's actions and choices weight, and force them to actually act rationally. To some degree it takes away the ability to say fuck it, it's a game, and forces though before choice. And if the consequences are serious enough, like in ME2, it can actually help to make a player care, and to me, that's a game's top priority. It could be about the protagonist's cause, it could be about a fucking annoying winged ball of blue light that won't shut the fuck up, but a game must make the player care. It also means that the "inconvenience" you get out of failure is more unique game time.
This could also be introduced to the achievement system as well. Maybe some achievements can only be attempted once, and if you don't get it, and here's the insane part, you can't ever get it. Then they would actually be a measure of a player's skill, in stead of the amount of time they're able to burn on any single game, and offline achievements could be more than milestones in the story.
Of course there's the issue of mediation; a player shouldn't be able to screw up their game to the point of unplayability. And I'm not reductive enough to say that this is the end all be all, and the only place that games can go, but it's definitely something I'd like to see more of, thoughts?
~ Om nom nom nom...
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