Actually, this brought to mind his ruminations on "what if we levelled backwards", because come to think of it, OT is a bit like this. You don't really get extra stuff once you're on the trail, for the most part, and especially if you didn't play as the banker (I tried, it was rough), once you get close to the end, your stockpiles are low, you may be running up against winter, and you're scraping the bottom of the barrel. You finish weaker than you started. Maybe there's something there?piclemaniscool said:Now I kind of want Yahtzee to review The Oregon Trail to see if he agrees with this.
Fair point! No one likes feeling that their success comes down to a coin flip (see: some Mario Party games). At the same time, I think random chance must play a part. Tension and fear are, at least in part, about uncertainty. While most games are about making the player feel powerful (thus favoring chance over skill is a huge no-no), I don't think most people come to survival horror for that. They come to be scared, or at least shaken up.craddoke said:I laughed at first, but this article makes a pretty compelling argument. The question is, can such mechanics (relying on entropy and scarcity) really work without introducing a large amount of random chance into the survival equation? I don't think so - and there are plenty of young players (under 30) who would freak out if there success in the game was endangered by random chance that couldn't be overcome with skill. Add into the fact that these mechanics are slow killers - meaning it might not be good enough to go back to the last check point or saved game - and I can imagine some serious backlash from mainstream players who never encountered a cheap death in a game that was intended by the designer.
For most elementary-schoolers at the time, there was a min/max option. It was called guns, ammo and everything else. Won't say you could coast through, but I can't have been the only one who ended the game with a party that lost almost all its members but still had 5 tons of buffalo meat.Dastardly said:Oregon Trail doesn't really have any "min/max" options, where players can put all their eggs in one basket or another and manage to coast through.
Absolutely correct - but that means there's always a chance that a player will do the right thing (be a little prepared for everything) but still lose (three random events involving a broken axle and she only had two spares). Entropy/scarcity only works as a horror mechanic if there's also uncertainty about what will break/run out - and you might not know the answer to this question until it's too late to reload and fix things.Dastardly said:A little bit of chance ensures the player is never totally sure what to expect next. It changes how we think and what we bring. Oregon Trail doesn't really have any "min/max" options, where players can put all their eggs in one basket or another and manage to coast through. You have to be at least a little prepared for everything... which also means you're always a little unprepared, too.
There are plenty of games that use it incorrectly, just as there are plenty that don't use it at all. A lot of it has to do with the design of the rest of the game -- does the game encourage you to play in a way that the mechanics support, or does it ask you to do something that doesn't make sense?Callate said:There's a fine line between "desperation" and "frustration". It's very easy and not all that uncommon for games that would identify as survival horror to provide insufficient weaponry and fail to offer viable alternatives to gunning the enemies down...
In some cases, yes. You don't want to create just one golden path. At the same time, part of survival is exactly what you describe: I usually have tons of tools at my disposal, but what do I do when all I have left is a hammer? Survival is about finding as many uses for that hammer as you can, even non-traditional ones.I think this increasingly common focus on the desperation/scarcity angle is hindering the genre. Instead of using the entire toolbox, we're trying to get the entire job done with the hammer.
That's the kind of thing I'm getting at here. Powerlessness and desperation. One way to do that is by making resources scarce. There are, of course, other ways. By literally making the player powerless against an enemy, you take a bit of a shortcut... but, in the right setting, it can work very well.Sometimes it's things you just have to avoid at all costs (The screen-shaking vortex of evil in the original Alone in the Dark that appeared if you bumped into one of the ghosts is one of the most memorable encounters in all my game-playing.) Sometimes its a sense that your real tormentor is something alien to your understanding and forever beyond your reach (as in most of the better Silent Hill games.)
The compliment is that sometimes game design aids and abets the player "thinking in the wrong way". If the player deals with a number of rooms in which the exit only opens if the last monster is killed, the player will probably continue to do so even if that condition of escape is removed. More subtly, if the game plays "aggression/fear" music, or causes the screen to redden or shake in the presence of the enemy, that leads the player to believe that there's something wrong that (based on earlier experience) they have the means and are being encouraged to set right.Dastardly said:For instance, in a lot of games, the assumption is that we're supposed to "clear the map." If there's an enemy in an area, it should be dead by the time you leave. If a game then doesn't give you enough ammo to do that, there's a problem... but where? Is the problem that the game isn't giving you enough ammo, or is the problem that the player is pursuing combat rather than avoiding it? I tend to think it's the latter, but even that isn't always the player's fault.
When a game diverges from the "norm," it's up to the game to let the player know that. Some early experiences in which a player has to avoid combat, or some guided situations in which it's clear there isn't enough ammunition... or even something so simple as turning a player's remaining bullets into points/experience at the end of a map, or something.