Posted April 18, 2020
So you ever get that feeling where you're playing a game, and you might be enjoying yourself, then you come to a point in the game where suddenly something in the story causes you to believe that there's an entire new half or quarter of the game left to complete, and you are suddenly tired and wanting to give up?
I've been recently playing Vampire: The Masquerade- Bloodlines, and again, I stress that I've been enjoying myself (it's not an unenjoyable game, despite all the bugginess), but it has been quite a journey, and then suddenly, one of the characters say "Oh, you need to go to this new area to do this new quest for me". Now the list of potentially accessible areas are shown right from the start of the game, so I really shouldn't have been surprised here, but the idea that there's a whole new fifth of the game remaining makes me a bit...tired.
After I experienced that, I thought back to many of the other situations where I felt similarly. One was Kingdom of Amalur: Reckoning. I'd been playing in the starting area for ages, again, enjoying myself, plodding along the story, and then at one point, instead of the foresty place, a new area opened up- the desert, and I thought "Wait, so there's going to be approximately the same amount of time I've already spent , spent again in this new area?!", and again, I got that sense of tiredness.
This also happens not relating to opening of new areas. You know that trope where you fight a boss, and then the boss kills you, or you can't defeat it, or it escapes, and the story implies that you're going to have to build up to defeating it again much later? Often it is applied at the start of the game, as an impetus to set off on your journey. But then there are many games which have this occur several hours in, which can again stretch the bounds of your engagement with the game.
Guess what I'm saying is that I feel there is a certain amount of "game" that game has to offer- rules and frameworks for moves/abilities to be used in to interact with the game world, and a game might continue to do the same so that and you wouldn't notice (or you would if you weren't enjoying yourself), up until the game tells you "Oh, there's a whole lot of this stuff left to go", and you start questioning whether you need to continue.
So in a simplified example, you're playing a game, with the default punch and the gameplay is new and interesting, and you're engaging with it happily. You play several hours and you unlock Ice Punch, and that adds an interesting variation. Several more hours in (again, not unenjoyable), you unlock Lightning Punch, and the seams are starting to show. You open the skill the tree and realise there is still a Fire Punch, a Wind Punch and an Earth Punch, and you start questioning the worthiness of continuing the game.
I'm not alone in this, am I? You guys have other examples?
I've been recently playing Vampire: The Masquerade- Bloodlines, and again, I stress that I've been enjoying myself (it's not an unenjoyable game, despite all the bugginess), but it has been quite a journey, and then suddenly, one of the characters say "Oh, you need to go to this new area to do this new quest for me". Now the list of potentially accessible areas are shown right from the start of the game, so I really shouldn't have been surprised here, but the idea that there's a whole new fifth of the game remaining makes me a bit...tired.
After I experienced that, I thought back to many of the other situations where I felt similarly. One was Kingdom of Amalur: Reckoning. I'd been playing in the starting area for ages, again, enjoying myself, plodding along the story, and then at one point, instead of the foresty place, a new area opened up- the desert, and I thought "Wait, so there's going to be approximately the same amount of time I've already spent , spent again in this new area?!", and again, I got that sense of tiredness.
This also happens not relating to opening of new areas. You know that trope where you fight a boss, and then the boss kills you, or you can't defeat it, or it escapes, and the story implies that you're going to have to build up to defeating it again much later? Often it is applied at the start of the game, as an impetus to set off on your journey. But then there are many games which have this occur several hours in, which can again stretch the bounds of your engagement with the game.
Guess what I'm saying is that I feel there is a certain amount of "game" that game has to offer- rules and frameworks for moves/abilities to be used in to interact with the game world, and a game might continue to do the same so that and you wouldn't notice (or you would if you weren't enjoying yourself), up until the game tells you "Oh, there's a whole lot of this stuff left to go", and you start questioning whether you need to continue.
So in a simplified example, you're playing a game, with the default punch and the gameplay is new and interesting, and you're engaging with it happily. You play several hours and you unlock Ice Punch, and that adds an interesting variation. Several more hours in (again, not unenjoyable), you unlock Lightning Punch, and the seams are starting to show. You open the skill the tree and realise there is still a Fire Punch, a Wind Punch and an Earth Punch, and you start questioning the worthiness of continuing the game.
I'm not alone in this, am I? You guys have other examples?