Playing a new game lately, Disco Elysium… reminds me of what happens when a game does world building right.

I was thinking about it, and trying to think back to the hundreds of shooters i’ve played, disposable narratives and paper thin backdrops, and i can’t for the life of me tell you what any of their main story arcs were. and that’s a shame. each on of them had an opportunity to create a world to be lost in, and each one let the chance drift, while pouring you into a mech suit perspective, and pointing you down a hallway to face down zombies, or aliens, or some kitbash of both. it’s not only sad, it’s pathetic.

maybe i’m being overly harsh, but some games have done it well, as opposed to putting you on a rail, as you tick off enemies, a one button checklist where the objective is to clear the stage of anything interesting that moves under it’s own will. just makes me long for games like myst, or the dig, or monkey island. those games were frustrating as all hell sometimes, and running around clicking every surface repeatedly like you have OCD that drives you to get your finger print on ever surface on earth can get old, but at least those games never talked down to you.

when i worked in games, on this one project, there was a ‘puzzle’ where the boss of the company made it so if you didn’t solve it fast enough, the game audibly whispered the answer to you. his concern was that if people didn’t get through it fast enough, they would be frustrated, and quit. ugh. super rewarding solving that one.

so, check out disco Elysium. it’s fun. the art is amazing, and chances were taken. we should reward challenge taking. or just buy the next triple A bowl smear about the guy, who wakes up on an alien planet, and has to figure out what’s going on, by killing all the things he sees….. wow!