3 ms·
> Or if not the time mechanic, then needing to take notes? Hollow Knight is maybe the most critically acclaimed indie game of all time and most people play it w
by bnralt 4y ago
> Or if not the time mechanic, then needing to take notes? Hollow Knight is maybe the most critically acclaimed indie game of all time and most people play it with a fan wiki open
As the other poster said, plenty of people play Hallow Knight without taking notes. For people who do want notes or use a wiki, it's often for fairly simple things, like trying to remember exactly where a closed door was.
This is quite different from a game like Myst, where most agree note taking is a necessity (I believe the box came with a notebook). For people who haven't played it, imagine 5 or 6 escape rooms linked together, with clues spread throughout, so the first thing you look at in the first room might be something you need to solve a puzzle in the last.
Likewise, the impact of the two games is different. Hollow Knight is a popular indie game, but it's still sold a fraction of the copies that AAA games do. Myst, on the other hand was the top selling computer game for _years_. Often people who never bought any other computer game bought a copy of the game.
Cyan still makes games, but they're niche games that don't have anything like the cultural impact that Myst had.
Likewise, I don't think Majora's Mask should really be compared to games with forward moving time mechanics. It has a time mechanic, but it's basically on a repeating hour schedule. If you miss something, you can just come back to the cycle again.
This is the opposite of games with real time mechanics (time measured in actions - "real action time"?) like The Colonel's Bequest or The Last Express, because the latter games decidedly _don't_ repeat. If you miss an event in the game, it's gone (granted, Titanic isn't quite at that level). Though I suppose such games have always been a bit rare.
- notafraudster 4y agoHollow Knight is likely around 10-12 million copies sold by now (one typical rule of thumb: Steam reviews * 30-40 = Steam sales, 201k reviews, and the game also did gangbusters on consoles). This is half my point. The perceived decline in relevance discussed in the article is not real. It may be real if you measure sales as a percentage of the highest selling game in the extant universe, but that's a foolish measure. I don't really understand most of the other stuff; yes, some games have slightly more punishing implementations of mechanics than others (Dead Rising uses the real-time forward-only approach). I named some high profile examples which are in the approximate orbit of what was discussed. It can't possibly be the article's thesis that minor variation between two games implementing a quasi real-time progression gate constitutes a major arc in the history of narrative gaming.