Could the storytelling techniques of the indie hit be applied to other games?
The game is boring. Idk maybe it's just not my thing. I was really excited about it because I like mystery but it's too sci-fi for me. And that cave portion really left me sour. As for hand holding, I would say there is a difference between holding hands and giving a sense of direction. The vanishing doesn't hold your hand but it's not really all that difficult to begin with apart from the cave. I was literally just walking around not knowing what the heck to do. Got killed by a gremlin, woke up and walked out of an exit. If there was a puzzle in there I didn't find it. Not going back to it though.
I'm with you. It's a beautiful looking game but you're just dumped in a game, dead body in front of you and nothing to go on. You just aimlessly walk whilst the character you play talks a load of stuff about Ethan that you have no idea about. It's my first regret purchase of this generation tbh. Games do hold our hands to much these days but having no idea what you're supposed to be doing at all is just plain lazy game development IMO.
You have a world in which you can walk around until you get to an area that has quests to do. It similar to any other open world game. I didn't really have difficulties finding direction.
Neither did I apart from the cave. My problem is that it was boring.
some games need direction to keep the suspense going.
Ethan Carter is quite beautiful but at times it could use more direction. I think Everybody's Gone to the Rapture will do a better job of directing u to the important stuff without holding your hand. After replaying Journey on PS4 i realized just how well it does this, what a well crafted game.
Messages from the game hurt immersion as far as I'm concerned, which is a problem only if you're trying to immerse the player. It could be a giant arrow, or a "new mission available" type message, or anything else. There are many games which shouldn't have included these things. Shadow of the Colossus tried this, but ultimately I think Fumito Ueda and his team included some bare-bones HUD elements for commercial reasons I'd love a game where you have to piece together everything yourself with no help from the game. By "game", I mean the things that are EXTERNAL to the actual world of the game - menus, characters talking about control schemes, the HUD, and so on. These things constantly remind you that you're playing a game, and this hurts immersion and the illusion that the game world is real. The more you are convinced that what is happening in the game is in some way "real", the more impactful it will be. The world itself should communicate everything you need to know about the game. Of course this isn't how all games should be made, but it'd be nice to see games with this approach.
I still remember PT. My favorite gaming experience of 2014 and the definition of no hand-holding. BloodBorne does minimal handholding and you really feel like you earn each segment of the game, even if its actually in the linear side of the spectrum. But in the other hand. I really don't think I will have been able to finish The Witcher 3 without all the assistance that you get from the game and I enjoyed it either way. Games should give you a sense of accomplishment and if a game manages to do that, it really doesn't matter how you get to the end as long as the journey is meaningful.
Great comment! The best feeling a game can give you is when you accomplish something difficult by yourself. And IMO it's even better if you yourself have to discover what it is you're expected to accomplish.
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