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Why Game? 1 - TextFiles.com

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minutes to <strong>com</strong>plete this dungeon, where the<br />

guardian, having been defeated, reveals with<br />

his last dying breath the way to enter the castle<br />

seen previously. Using the crossbow, Jimmy<br />

needs to shoot a certain four bricks on the wall<br />

of the castle, thereby lowering the drawbridge.<br />

The defeated guardian also explains some of the<br />

narrative. I like to think of the player as being<br />

in a cursed land, where everyone is forced,<br />

Groundhog Day style, to relive the same things<br />

over and over.<br />

At this point, Jimmy retires downstairs for<br />

his daily gin and crumpets. But oh no you cry!<br />

What about saving the game? Worry not, faithful<br />

Action RPG veteran - for you see, Jimmy now<br />

knows how to enter the castle. It would take<br />

little more than 200 seconds to get his sword<br />

and the crossbow and return to the castle if he<br />

were playing right from the beginning. Since he<br />

knows the trick to entering the castle he can<br />

bypass the cave dungeon entirely. Completion<br />

of the castle by scaling the ruined citadel at its<br />

centre (roughly 30 minutes for capable players),<br />

will reveal further clues and information.<br />

The next task is to head west from the<br />

shrine, using the sword to cut down three<br />

bushes in a nearby clearing. The order is im-<br />

portant, since cutting the 3rd, 6th and then first<br />

bush will reveal the entrance to an underground<br />

river of blood, replete with ferryman of the<br />

damned ninja cats. The player may of course be<br />

tempted to again retrieve the crossbow, but it is<br />

unnecessary - the player can only hold a single<br />

item at a time and the ferryman will hand him a<br />

shield that cancels out any other item.<br />

Here is where the clever design must <strong>com</strong>e<br />

into play. Since the player can only ever carry<br />

their sword and one additional item at any time,<br />

they must not feel chained by their equipment,<br />

and as such, are limited in what they can carry.<br />

The aim of this limitation is to achieve the purity<br />

of titles such as Sony’s Ico, or Delphi’s Another<br />

World (1). Of course, of the presumed 15 or<br />

so key items found throughout the game, only<br />

(1) – Released in the US as Out of this World.<br />

one is ever needed for any goal. With each<br />

goal <strong>com</strong>pleted, clear information for <strong>com</strong>plet-<br />

ing the next is given. The entire game needs to<br />

be structured in such a way, so that the player<br />

never has to backtrack a great deal or feel an-<br />

noyed with the item they are carrying.<br />

In this way, knowledge - and to a lesser<br />

degree skill - be<strong>com</strong>es the key assets in <strong>com</strong>-<br />

pleting the game. Of course, the player is free<br />

to explore at their will, but without knowing<br />

precisely how to achieve certain affects, their<br />

progress will in theory be fairly linear. How are<br />

they to know that they must drown themselves<br />

in the uppermost mountain to acquire the wings<br />

of Narog unless they had previously been told<br />

by the Harpies of Narog? Alternatively, they<br />

may have been told to do so by real-world<br />

friends, and a key element to enjoying the game<br />

is discussing strategies with friends who are<br />

playing at the same time. If a certain section<br />

proves too difficult for one person, a friend can<br />

simply reveal the information won by <strong>com</strong>plet-<br />

ing that task. Imagine the possibilities of school<br />

chums, or even work colleagues, discussing the<br />

previous night’s questing and their theories on<br />

how to progress next. They’ve all discovered the<br />

sleeping Dragon of Jade, but will they manage<br />

to sequence-break the game and work out its<br />

secret a little early? Most goals would need to<br />

either be cryptic (tree cutting), or counter intui-<br />

tive (drowning oneself at a key area).<br />

The entire game features your standard<br />

towns and villages, lost civilisations, and other<br />

strange characters to meet and talk with. Most<br />

RPGs have NPCs repeating the same dialogue,<br />

An RPG Without Saves 61

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