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>One solution might have been to tie the evolving galaxy to the player’s progress through the plot rather than the wall clock, a technique pioneered in Infocom’
by catern 8y ago
>One solution might have been to tie the evolving galaxy to the player’s progress through the plot rather than the wall clock, a technique pioneered in Infocom’s Ballyhoo back in 1986 and used in countless narrative-oriented games since. It can convey the impression of rising danger and a skin-of-the-teeth victory every time without ever having to send the player back to square one. In the end, the player doesn’t care whether the exhilarating experience she’s just had is the result of a meticulous simulation coincidentally falling into place just so, or of a carefully manipulated sleight of hand. She just remembers the subjective experience.
Ugh, I've played many games like this, and while it's true that they do have advantages, I think they're a poor choice in open-world games like Star Control II, where there are many different things you can do at any one moment. If I can just ignore the world-ending threat and mess around with side quests with zero consequences, it really makes me not take the threat seriously. Plus it's much less immersive when the evolving galaxy doesn't evolve independent of my actions - it's easy to perceive games that only progress the world when I hit some specific milestone in the main story.
IMO, "the world only moves when you do" is the safe and boring choice when it comes to stories. A truly independently evolving world like Star Control II's is radical and much more interesting - and if it was more common for games to evolve in wall-clock-time, you wouldn't have this issue of players having their playthrough unexpectedly ruined.
- aidenn0 8y agoI think the second option of selecting your own deadline is probably much better, though it might lead to players never discovering quasi-space.
- tptacek 8y agoIt's a little weird reading about people not catching on to quasi-space, not just because I'm not an especially good gamer and I got it no problem, but also because I cannot fathom how anyone could actually place SC2 for any length of time without it. Travel in SC2 is a slog.
- aidenn0 8y agoI also don't remember having an issue discovering it, and I'm also an average gamer, but I'm taking the article at face value when it says that this is a problem for many players.
- blueblimp 8y agoYes, I think the suggestion from the article defeats a lot of why SC2 is a special game. When I played SC2 (many years ago but also many years after the original release), I lost my first playthrough to the time limit. Despite being conventionally unfun, that loss improved the experience by being a refreshing change from the typical RPG cliche. I hold SC2 in high regard from when I played it back then, but I don't think it aged well. I tried playing it again recently and found the travel to be too tedious. I'm not sure though that it'd be possible to fix SC2's unfun aspects while keeping what makes it special.