GamingThe joy of travelling together in Pyre
Travelling in games is special. The Lord Of The Rings might describe Frodo popping over to Mordor to chuck a ring in a volcano, and 1917 might show you every inch of ground covered by those soldiers, but short of physically going on a yomp in the real world, nothing conveys a sense of a distance travelled quite like huffing your way across the open world of a game in real time.
Still, there’s a reason Bethesda fill their games with monster-shaped loot-piñatas and mysterious quest-givers. If you’ve any experience with long-haul travel in real life, you’ll know it’s often the kind of journey that plays out quite unlike the experience most games want you to have: boredom, insomnia, a severe lack of personal space, and the odd chafed arse. So how do you capture this feeling in a video game, a medium simultaneously uniquely suited to simulating travel, but deathly afraid of boring players? If you’re one of the wonderful minds behind Supergiant’s Pyre, the answer lies in abstraction.
from Rock, Paper, Shotgun https://ift.tt/2y2d6rk
via IFTTT
Post a Comment