Soggy Floppa
kiwifarms.net
- Joined
- Nov 4, 2023
Nintendo's perception of the concept means that there is little progression (in the zelda games) as everything is accessible from the start because they deem any restriction on the player as bad. Where as older games made with the idea of emergent gameplay were typically enclosed dungeon crawler games like System Shock, Thief, Deus Ex, Dishonored, where there is still structure and restrictions on the player, but the sandbox gameplay emerges from the games being designed around systems that are able to interact, but the levels were also designed with this in mind. In the Zelda games they kind of did it with the element system in BOTW, but instead of using restriction they just allow you to access everything and any glitch or unintended workaround they just deem as a creative solution instead of something a designer intended. Which yeah I can see the appeal of it, but the entirety of the 3 open air zelda games just boil down to cheesing every challenge with a single mechanic instead of actual creative solutions, and once you become aware of the single solution you have to force yourself to not use it. For me I don't find this kind of design particularly engaging, maybe because I've played the older titles that did emergent gameplay far better.I think this is a better argument to make about Nintendo’s direction, but it still doesn’t quite hold up to scrutiny when you look at Nintendo’s output at scale. And for the games that have gone that way, I don’t see it as a negative change. The implementation from game to game doesn’t always work completely, but more choices on how to interact with a game is always good.
Can't comment on Donkey Kong but from what I've seen you are able to just go straight to the objectives because the entire level can be destroyed, which to me does not seem appealing as a game when a game can be defined as a series of rules with a lose condition. Maybe I'm out of touch and kids just love this stuff.
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