I was reading an article over at Joystiq a few days ago where the director of Hitman: Absolution Tore Blystad said “The general player will probably never even finish the game, which is very sad. Or they might only play through it once, but the game is built for the people who want to go back through every single level and get all the stuff out of it. It’s built to last, rather than be a one-off experience.”
It brought up an interesting question regarding game design and tells us a little about how game design has changed over the last few years. About 5 or so years ago it was almost impossible to collect trophies in a game, it was unheard of or really well integrated into the game where you couldn’t tell you were collecting rewards. Such as the Poe hunt in The Legend of Zelda: Ocarina of Time.
Recently however, with the Zynga games becoming over night successes and casual gaming coming to the forefront I feel traditional developers are trying to emulate those type of mechanics into traditional games where they have no bearing. Take the Riddler quests in Batmant: Arkham Asylum I completely ignored that entire section of the game besides it being a little ridiculous it was completely distracting from the games premise and story line. I feel that developers wouldn’t have to worry as much about their games being a success if they stopped emulating things that don’t belong and focused on improving the core experience when playing the game. Because finally trophies aren’t a reason to buy the sequel the fun you had playing the original is.
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