Nateman742 said:
I think in good games, the 3-act system isn't in the plot at all, but the gameplay. You start out in the first act, a completely new player losing constantly. Then you get to know what you're doing and start moving along a little bit faster, and finally by the end you're mopping the floor with challenges that would have destroyed you when you first began. You create the drama, the game shouldn't create it for you through the story. Maybe this is why I love old Megaman and Metroid so much: The story is a bookend, and everything important happens during gameplay.
What happens when the mainstream demands of "accessibility" culminate to a point where the amount of incessant hand holding and (almost) ubiquitous "upgrade systems" create even worse inverse difficulty curves than you described, that start at almost nothing and just spiral downward, effectively cutting away the first two "acts" you describe?
Ideally, people would pitch a ***** and demand those first two "acts" back, but thats not happening. Stupid games make stupider gamers, so with each successive generation prioritizing "accessibility" over all other concerns, gamers are starting to think challenge is frustrating, difficulty is pointless, and easy means fun. They're going back to games they used to utterly dominate, getting their ass' curbstomped, and then think its somehow the older game's fault or they're getting old. Few realize they've been spoiled by newer games's focus on "accessibility."
Ideally a game, like yahtzee describes, faces you with progressively harder challenges, never allowing you to "mop up" anything, as that quickly becomes boring, unless you're
really into that type of vicarious masturbation.