Babbling
at the Counter #79 – Video Games
Shifting
perspective
I've
recently played the Test Subject saga. To recap, it's about a
little blue slime created by a scientist, and the subject of a series
of tests to analyze it. We play as the slime.
Now,
this game does something I found awesome. Something more game
designers should keep in mind when working on their games. So I
wanted to bring that feature into the spotlight.
Warning:
SPOILERS
For the
first two and one fifths of the games, your character is confined
within a small metal box. That's where the experiments take place,
all under the gaze of the scientist(s). But, after the mooks mess
things up, our blue friend is free to wander around the lab. And here
is the thing.
The
gameplay doesn't change. It's still a puzzle platformer, using
teleportation and what-not. So what's so different outside the box?
Well, the levels are bigger. Yeah, it may seem inconsequential, until
you think about it.
Inside
the box, you had a full view of the level. You could figure it out,
plan ahead how you were going to move. Now, outside the box, you lose
that. Now, you have to move as far as you can, and then reevaluate
the level to continue. This is exacerbated when they add the laser security system. Against it, you have to locate cover, move, locate again, move, etc.
There,
you feel the environment in a different light than before. Yeah, it
subtle. And yeah, it's effective.
I can't
begin to tell you how many other, different games and situation might
apply this idea. All I can say is: look out for opportunities like
these. Opportunities to show the world changing without being obvious
about it. Players might not consciously notice it, but your game
will stick in their minds a lot more.
- The
Storeman
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