Recently I’ve played dead space and some other survival horror games like Alien Isolation, and just about every single time you see someone in there, they’re somehow invincible. Like, the fuck, that fat idiot inside that VIP Area there has somehow managed to lock himself in that room for what, weeks? Months? And somehow never did any of the necromorphs even notice him? And that crazy scientist guy? He can just run around in the ship? And what about alien? The medic dude, like, there’s a vent right in the room next to him. And he has a broken leg, so the alien can even smell his blood. Also, what about the marshal? Well, thats kinda fair game, he has an effective weapon after all.

  • Sanctus@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    3 months ago

    Games are boring when nothing happens to the player. So lots of things happen to the player. You can consider this the MC’s time when months happen in days.

    • Luffy@lemmy.mlOP
      link
      fedilink
      English
      arrow-up
      0
      ·
      edit-2
      3 months ago

      Its just this trope of „Guy locked himself inside some safe room from where he dosent want to come out, so he just commands the player around until he somehow dies the moment he wants to come out again” that aggrovates me.

      • Sanctus@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        3 months ago

        Nothing can save bad writing. Everyone wants to make a Handler Walter, but not everyone can handle it.

  • audaxdreik@pawb.social
    link
    fedilink
    English
    arrow-up
    1
    ·
    3 months ago

    Being kinda serious for a second here, I think this is a byproduct of chasing ever higher production values in service of “realism”. The more they try to spackle over all the cracks, the more the ones they can’t/don’t become obvious to the player. Just like movies, videogames often require a bit of temporary suspension of disbelief.

    I’m not gonna write a whole essay about chasing some perfect, mythical balance here, but it’s a design aspect that I feel a lot of developers just don’t consider at all. Maintaining a high level of illusion is extremely difficult and not even always all that worth it. Sometimes it’s just nice to admit you don’t know why that enemy dropped a glowing hamburger that restored 25% health, but those are the rules you’re playing by and you don’t have to question it.

  • Ephera@lemmy.ml
    link
    fedilink
    English
    arrow-up
    1
    ·
    3 months ago

    Also kind of breaks immersion when there’s tons of different enemies, but they never fight between themselves. Only when the player character shows up, they’re like, imma ruin this woman’s life.

  • jordanlund@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    3 months ago

    I’d add a variant on this:

    Games where you spend hours unlocking death traps in tombs that haven’t been opened in 500 to 1,000 years only to find the mercenary opposition has already beaten you inside.

    Looking at you Uncharted, Tomb Raider, Prince of Persia, etc.