What I learned from…

What I learned from…

Spoilers Ahoy!

I will just write thoughts that popped into my head while playing these games.

Dishonored

gamesPosted by Mikael Wed, May 01, 2013 10:09AM

Doing a simple story well, is so much better than doing a complex story half-assed. Keep the plot simple and instead make the story rich. Also, ending the game (Low Chaos) with such a mellow scene really impressed me.

Bioshock Infinite

gamesPosted by Mikael Tue, April 23, 2013 05:39PM

When you get multiple universes going, with an unlimited amount of possibilities, the connection between the plot points easily becomes so arbitrary that they feel unimportant. Also the death of characters, no matter how significant, are quickly marginalized by the thought of them existing in an infinite amount of other worlds.

XCOM: Enemy Unknown

gamesPosted by Mikael Tue, April 23, 2013 05:38PM

Sometimes having virtually no story really makes sense. The aliens are attacking! Go get ‘em! You gotta give it up to people who are able to tell the right amount of story. The power of the storytelling in this game wasn’t made by cutscenes or clever plot points, it was simply the game itself.

Tomb Raider

gamesPosted by Mikael Tue, April 23, 2013 05:38PM

Even though I was excited by how contained the story was to the island, I ended up crying for some change of scenery. Don’t forget to mix things up for contrast.

The Walking Dead (Telltale)

gamesPosted by Mikael Tue, April 23, 2013 05:38PM

Having a game about choices, really makes you crave for a choice of endings. Also, if you need to kill off the protagonist don’t make it a technicality. Important stuff like that shouldn't be accidental, it should be dictated by agenda. If you need me to make a sacrifice, make me the offer so I can properly engage in that decision.

Borderlands 2

gamesPosted by Mikael Tue, April 23, 2013 05:37PM

While wrecking havoc high-octane style, getting any kind of story across is difficult. I rarely approve of over-the-top humor and general silliness, but in a case like this it really works wonders. Who knows, maybe I would even like Gears of War if it was funny.

Saints Row: The Third

gamesPosted by Mikael Tue, April 23, 2013 05:36PM

Pandering to your audience isn’t exactly bad. It’s probably closer to being clever. Also if you really know what kind game you are doing, you can crank the important bits up to 11 and get a super fun game out of it.

Hitman: Absolution

gamesPosted by Mikael Tue, April 23, 2013 05:36PM

What I liked about the early games was that it seemed to trust the gameplay to create a story in which you interacted. It wasn’t as much of what Agent 47 was doing in cutscenes or in the overarching story, but how you chose to be a hitman. No orchestrated scene or plot point was as meaningful as how you chose to go about your missions. It allowed you to be the hitman you wanted to be and it seemed to give him meaning and agency in a way that would fit the narrative better than a pre-written one.

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