
I'm bringing this up because this game had some amazingly modern concepts in its game play. The idea of an interactive environment seems to be one of the cornerstones of next-generation gaming. But even more, what I like the most in The Trap Door is that there is an implicit language for players to learn and understand, that explains by itself the rules of the game, letting players try and use game objects as they like, only implicitly assuming that all of them will be of some use in some of the missions. But there is no HUD, no labels, no signals to show what every item does, or how it is used. Through a clever use of simple yet clear graphics, everything seems to announce what it is and what it is supposed to be used for. Comparing it to recent games with that kind of freedom taken to a much larger scale, eg. Oblivion, where apparently there are thousands of useless objects spread throughout the game - or Dead Rising, where all interactuable objects, even though it's apparent what can or can't be used, is labeled using a HUD- is proof of an amazing ability to interact with players in a smarter way, letting them learn the logic, instead of being constantly guided by lazy game designers.

Next-gen gaming is all about choices. Letting players actively interact, and even change, the story, figuring out the non-player characters, not as a game abstraction, but in their true condition as allies, opponents, or plain witnesses. That's what next-generation gaming is supposed to be about, using next-gen technology (graphics, animation, physics) to increase the amount of believability of that story, those characters, those settings. One good thing about having all that computing power at hand is that it forces the game designer to think of more clever ways of challenging the player. The tricks that have been routinely used in the past should be banned and slightly fade into memory. More and more games are proposing truly next-gen game experiences, with or without the help of cutting-edge technology. After all, if The Trap Door did it back in 1986, it sounds simply stupid that a 21st century game designer isn't able to work that out.
No comments:
Post a Comment