Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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