I spent a lot of time playing games over the weekend. stella blade, enjoy the action while doing your best to ignore Discourse™. But the fun was ruined when the game asked us to start moving around random boxes to complete an elementary school math puzzle. And not just once, but multiple times in different areas throughout the open “Great Desert” map. It’s really immersive, right?
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I had so little motivation to continue playing that I ended up turning off my PS5 to do some actual housework. There were a lot of real-world objects that needed to be moved and put away in real space, but it wasn't easy to do so. stella blade to simulate it.
stella blade It's not specific to this issue. I think the polarizing shifts between adrenaline-pumping action and boring drivel made it even more obvious in this instance.But it reminded me of how scary it was to do this Final Fantasy VII Reversehow boring I get with various Naughty Dog games, and probably many others that I can't easily remember (probably because they're all mixed together in my head).
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This is a game design cliché that feels exhausting and unnecessary. This is the definition of “filler content”, which just slows down the game for seemingly no reason and does nothing else. Do people enjoy these kinds of segments? Do game developers think, “Wow, this is going to be a very engaging and engaging game sequence that challenges the player.'' ?
Granted, the whole “Move X objects around” feature sometimes gives a moment where a character spouts some exposition or interacts with other characters (the last of us This is quite effective).But did anyone imagine playing it? FF7’s “Temple of the Ancients” segment, in its glorious, long-awaited remake, features a “Wow, it would be great if we could stop the massive flow of the Lifestream with some random cube that Settra conveniently made for us.” That's what I thought! reproductionthere was no shortage of this kind of exhausting silliness in the games I loved.
But such challenges are rarely challenges. The only way to fail at these “puzzles” is to not try.
Unlike physics puzzles, half life 2For example, if you are asked to think about how forces like gravity or buoyancy work, you can place an object in a prescribed location (often only one), usually very clearly marked with a dash symbol. There's nothing appealing about a game that asks you to move around. yellow paint.
Other games use the concept of moving objects in more challenging ways.original gears of war What comes to mind in this case? In an early segment, you're tasked with surviving a gunfight while pushing a car down the road. The fire from the broken engine provides the light you need to avoid being killed by creatures lurking in the dark.
In cases like this, the game isn't saying “hey, player, move this to this destination”, it's saying something is at stake, where you have to push or pull a large object. There are challenges that you are being asked to overcome. ,reason. Are you asked to move yellow boxes to match a pattern of numbers? It's just free digital manual labor. Maybe it's time to reread David Graeber's books.