remember back when people made games (mostly) for games sake, that then were good, and then just so happened to do/sell well a bunch of the times. And wasn’t focus tested to death or not just trying to ape another’s success or repeating a formula over and over because “it did well that one/couple of times”[quote=“Fraggles, post:103, topic:4634”]
As exemplified by TR here, climbing that damn mast was an ensured success that held zero suspense for the player
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i struggle to remember which game it was (got a real shitty memory), but wasn’t there this one game, where the character’s hand would “slip”, and you were supposed to get all panicky and quickly press x or whatever to get your grip again. And then it turned out, if you never did/pressed it, you still didn’t ever fall down, but just kept dangling there with 1 hand forever
real big “thrill” that was. Really makes you notice just how much tuesday that day was lol
i got nothing…
i can barely remember what i played last week(grim dawn? probably grim dawn? i’ll assume grim dawn lol), let alone the subtle contents of a game that much later, even one i like
Edit:[quote=“Fraggles, post:103, topic:4634”]
Been trying to think of a title that exemplifies the opposite
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@Fraggles, maybe:
Telltales Walking Dead might actually be an example of something that holds your hand so very much, gives you the illusion of impact with 0 actual influence, yet; can still make you feel like it does and instills a sense of “Yes, i did this, it was my choice and it was the right call, and i’m different because of it”, and things somehow are changed because of it, slightly, just enough
Resident Evil/Silent Hill could be another maybe, not because of the “survival” challenge you overcome, but you are a thrust into this seemingly simple mess, yet you are changed forever because of it, and not how you expected, both character and player
Shadow of the Colossus might be a bit cliche to mention in that regard, and “exemplifies” might be a strong word, but the sense of accomplishment and impact is still there as it unfolds and the the whole thing wraps up
MGS series could maybe be considered to have similar defining moments
and perhaps; Brothers a Tale of Two Sons does it well on the story part maybe actually heightened by the simplistic mechanics. Where suddenly your “long learned” feat of “dual controls” gets stripped from you at its peak, the right moment, and now everything is “simple” again, highlighting what you actually “learned”/accomplished on the dual control journey. Both character and player… (tho “exemplifies” might again be a tad strong word here due the the overall simplistic nature of both mechanics, story and character development)