Posted December 13, 2019
Did noone mention automaps yet? Imagine you still had to draw your own maps in order to orientate yourself and not overlook stuff, in every game that you played.
. Plus: in more than one slot (and I don't mean different profiles for different playthroughs, although that is an interesting feature, too, but the option to make backups and go back to previous points in the game while in the same playthrough).
But the ability to save (and quit) everywhere has also become more and more important because the number of adult gamers with RL jobs, kids and other obligations has risen that much, and many don't have the time anymore to adapt their schedule to the game's whims, it has to be the other way around (similar to how people can stop watching 'television' and continue whenever they want to these days, with the invention of On Demand and Streaming services for movies and series).
.
*SPOILER for Brothers: A Tale of Two Sons*
You know, I feel kind of stupid now, but I don't think I've really thought about it that way when playing. I didn't ponder that much that it was also a story of initiation, with the little brother growing up and learning something positive in the progress, I just saw the bleak turn the story took, the despair and perceived pointlessness of the journey (trading the life of one loved one for another), I focused on what was missing, instead of seeing that the little brother also gained something. Well, maybe it's not like I completely failed to see these aspects, but the negative ones apparently made more of an impression on me so that now in hindsight, I seemed to have forgotten about what you describe. Thanks for reminding me or even opening my eyes to this part of the narrative for the first time!
. Plus: in more than one slot (and I don't mean different profiles for different playthroughs, although that is an interesting feature, too, but the option to make backups and go back to previous points in the game while in the same playthrough).
But the ability to save (and quit) everywhere has also become more and more important because the number of adult gamers with RL jobs, kids and other obligations has risen that much, and many don't have the time anymore to adapt their schedule to the game's whims, it has to be the other way around (similar to how people can stop watching 'television' and continue whenever they want to these days, with the invention of On Demand and Streaming services for movies and series).
.
jonridan: Narrative in gameplay with Brothers a tale of two sons: Seriously, the two brothers don't get along in the beginning and struggle to work together (just like the player using both characters at the same time) and eventually become a team and you the player are better at it; and after SPOILER WARNING the older brother dies you actually have to use the "use" button for him in order for the younger brother to finally be able to do something he couldn't do before, showing he grew up. It blew my mind.
*SPOILER for Brothers: A Tale of Two Sons*
You know, I feel kind of stupid now, but I don't think I've really thought about it that way when playing. I didn't ponder that much that it was also a story of initiation, with the little brother growing up and learning something positive in the progress, I just saw the bleak turn the story took, the despair and perceived pointlessness of the journey (trading the life of one loved one for another), I focused on what was missing, instead of seeing that the little brother also gained something. Well, maybe it's not like I completely failed to see these aspects, but the negative ones apparently made more of an impression on me so that now in hindsight, I seemed to have forgotten about what you describe. Thanks for reminding me or even opening my eyes to this part of the narrative for the first time!
Post edited December 13, 2019 by Leroux