I've often wondered about this and wether or not there's a better overall method out there to keep the flow of a game
I dont necessarely mean something that would go against the sandbox opportunities of some games, which clearly make them better; im not saying I think linear things are better, or that I don't care for choosing my own path or playing at my own pace: I really do, I love that.
but say, you're playing an adventure game, or something like that, and you KNOW that if you talk to a certain guy, or click on that certain thing; you're gonna move on and miss the opportunity to click/talk to everything else, and you're basically going around interacting with shit you ASSUME is not crucial in hopes of not triggering the thing that will make the game advance and basically move on from the current opportunities to explore. It applies to almost every genre really.
and suddenly you interact with X and "oh shit a cutscene is playing ugh" so you know you done fucked up if you were the sort of completionist or even someone who wanted to see more of what the game had to offer
now, that's a bad thing, right?
yet isnt going the route of THIS IS VERY CLEARLY THE THING or "there's no going back" equally shitty in terms of breaking immersion or feeling like you're "gaming" the thing? like tapping on a touchscreen like crazy or clicking on every single thing or picking up useless bottles in LA Noire, I dunno, that sorta thing
this is the type of fundamental player engagement stuff that companies that I at least think try to up their ante in that sense talk about a lot (say Valve) and I wish more developers went back to the drawing board in this sorta thing. It's like an "issue" that I feel everyone assumes has no fixing and is the only way videogames can be, but im sure there's a method out there for these particular genres to feel more engaging and flow better while not losing player agency... right?
I dont necessarely mean something that would go against the sandbox opportunities of some games, which clearly make them better; im not saying I think linear things are better, or that I don't care for choosing my own path or playing at my own pace: I really do, I love that.
but say, you're playing an adventure game, or something like that, and you KNOW that if you talk to a certain guy, or click on that certain thing; you're gonna move on and miss the opportunity to click/talk to everything else, and you're basically going around interacting with shit you ASSUME is not crucial in hopes of not triggering the thing that will make the game advance and basically move on from the current opportunities to explore. It applies to almost every genre really.
and suddenly you interact with X and "oh shit a cutscene is playing ugh" so you know you done fucked up if you were the sort of completionist or even someone who wanted to see more of what the game had to offer
now, that's a bad thing, right?
yet isnt going the route of THIS IS VERY CLEARLY THE THING or "there's no going back" equally shitty in terms of breaking immersion or feeling like you're "gaming" the thing? like tapping on a touchscreen like crazy or clicking on every single thing or picking up useless bottles in LA Noire, I dunno, that sorta thing
this is the type of fundamental player engagement stuff that companies that I at least think try to up their ante in that sense talk about a lot (say Valve) and I wish more developers went back to the drawing board in this sorta thing. It's like an "issue" that I feel everyone assumes has no fixing and is the only way videogames can be, but im sure there's a method out there for these particular genres to feel more engaging and flow better while not losing player agency... right?