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Lots of CRPGs understand that gamers want to explore different identities, and thus have strong character customization. But conflict in the game is often frame
by panglott 10y ago
Lots of CRPGs understand that gamers want to explore different identities, and thus have strong character customization. But conflict in the game is often framed around violence and murder. It shouldn't surprise anyone that lots of people find violence and gore simply disturbing and don't want to engage it. In fact, that's what happened with the author's cousin and Skyrim: she was playing it obsessively until her "friend' died. What turned her off was not the limits of technology, but the game's violence.
When I read that she didn't like "Journey" because the snake could kill her, I thought back to how much I hated some of the ridiculous cheap death at the beginning of one of the first games I played, the original "King's Quest III" here http://icdn8.digitaltrends.com/image/kings-quest-iii-screenshot-003-1086x611.jpg http://icdn8.digitaltrends.com/image/kings-quest-iii-screens... (which I presevered through, although it seems like she would not). And it's true that many of the women I know who occasionally play games like things like "The Secret of Monkey Island", which has puzzles and RPG elements but dying is impossible. "The Sims" is another game with a large female audience that focused on building and exploring social interactions and identities. And IRL you can't actually lock your kids in a closet, drown them, or set them on fire, like you can with digital dolls.
Thinking in terms of board games, social games like Liar's Dice and Werewolf don't require good AI. Pandemic is a huge hit as a game without any social conflict at all, where the players are collaborating to solve puzzles (the game).
- timje1 10y agoThis actually offended me the most about Dragon Age : Inquisition - the way that every interaction with the world seemed to be 'hit it with your sword'. Early on you find a region which contains groups of Templars battling rogue sorcerers, so I thought that you'd get some interesting interactions where you have to pick a side, or play mediator, lending your strength to one of these opposed factions. Instead we got the worst kind of videogame logic - both sides were hostile to me, permanently, with no chance of talking to either of them. Approach within a certain distance and they'll attack you until they or you are dead - the sort of mindless hostility that can only be excused in zombie games. And to top it all off, both sides kept respawning after I killed them, so their silly, pointless tussles go on indefinitely.