Alec S.
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« Reply #2 on: July 28, 2015, 11:26:28 AM » |
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I think this video is incredibly insightful, and is probably one of my favorites Game Maker Toolkits so far. I think building tension, raising stakes, creating risk/reward dynamics, and using mechanics to motivate the player into certain behaviors is at the core of game design, and it's something that's been sorely lacking in too many games these days, especially AAA games.
Addressing for Rxanadu's argument against it: No "solution" will be applicable to all games. That's not the point. The point is that this game builds its mechanics around player motivation and tension, and a lot of games undercut their tension by making actions have no real long-term consequences. The video isn't "why doesn't Uncharted do what The Swindle does?" The video is "Let's look at the idea of tension and stakes in games. Here are some examples of games that have trouble building tension, and here's a game that does a great job of building tension."
To give an example of another game that does a good job of building tension and creating risk/reward situations which uses entirely different mechanics to do so, there's Dark Souls. Long times between bonfires, only being able to cash in your souls at bonfires, losing your souls upon death, having one chance to recover lost souls, enemies re-spawning when you use a bonfire, and the humanity system all combine to make tension increase the deeper the player goes into an area, especially when they go in for the first time. There's always the question in the back of their mind of if they should go back to safety and cash in their souls (in which case all the enemies they defeated will respawn), or keep going further in hopes of making progress.
Or a game like XCOM, where you can win a mission, but lose valuable soldiers, or lose the mission, but still recover in the overall game.
Also, there was a lot more to his analysis on how the Swindle raises tension baseides "Be a roguelike". It was the ability to fail missions + the limit on the amount of missions you could do before the end of the game + the ability to decide how much you want to try to steal in a mission/how much risk you want to take + the fact that the final mission costs a certain amount of money to attempt and so on. It was all about risk/reward mechanics. How much you have on the line vs. how much you could gain, and how much you need to gain.
That being said, I think Monaco was already a great heist game, just for different reasons than this.
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