4 years ago1,000+ Views
The goal of many great composers and directors is to make the audience feel a certain way during the song or the movie. Directors can change the plot, dialogue, visual design, sound, lighting, and music to change the tone of a movie. These are all the points of interaction with the viewer that the director has influence over. The same goes for video games, except video games has another point of interaction that game developers often forget. This extra tool to change the player's emotional response to the game is the gameplay mechanics. Here YouTuber Mark Brown talks about the games Far Cry 2 and Far Cry 4. Although the games are vastly similar in all categories, they vary significantly in play style. Far Cry 4 gives the player a playground with a huge arsenal and lots of options that allows the player to easily kill enemies in every way possible with little consequences. Meanwhile, Far Cry 2 forces the player to use old rusty guns that break down, constantly take medicine to combat malaria and stay alive, provides only a few places to save from, and really pushes back at the player in order to make them feel like the unwanted loner. If Far Cry 4 is the Tropic Thunder the video games, Far Cry 2 is the Heart of Darkness of video games. It's interesting that these seemingly subtle changes in game play makes the players experience entirely different feelings and themes throughout the game. You could go so far to say that although the buttons for movement and action are the same players will play Far Cry 2 entirely different then they will play Far Cry 4.
1 comment
I never really thought much about it, but there are really little tweaks that will make me love or hate a game, even if it doesn't seem to be that major. For instance, I really love online RPGs like Final Fantasy 11, but I wasn't a fan of ones like LOTRO where your options for interactions with other online players were way more limited (and this was due to a very basic difference int he set up and cost of the game)