“So, gamer, what did you think about the campfire scene?”
“I didn’t get it at all. When they said Earl and his kid were dead and everyone started crying I had no idea who they were.”
“Huh? You don’t remember him? He was in the scene where you visit the city gate.”
“I haven’t been to the city gate yet.”
“…Really? I…oh shit.”
With all the interactivity games have, it’s very possible for someone’s session to just not hit the same emotional beats the devs planned out. True for an improperly gated story, as well as for a difficulty curve.
Shout out to all the homies that missed the Estus Flask in Dark Souls 2, and who learned nothing revelatory about exploration when they finally came back to it.
I feel like they should stick to their guns and just make the game they want to make.
Is it going to be for everyone? No, but no game is.
A game developer can have massive blind spots about their game, feedback can elevate the artist’s vision if responded to critically.
“So, gamer, what did you think about the campfire scene?”
“I didn’t get it at all. When they said Earl and his kid were dead and everyone started crying I had no idea who they were.”
“Huh? You don’t remember him? He was in the scene where you visit the city gate.”
“I haven’t been to the city gate yet.”
“…Really? I…oh shit.”
With all the interactivity games have, it’s very possible for someone’s session to just not hit the same emotional beats the devs planned out. True for an improperly gated story, as well as for a difficulty curve.
Shout out to all the homies that missed the Estus Flask in Dark Souls 2, and who learned nothing revelatory about exploration when they finally came back to it.
Yes, but trying to please everyone can also lead to pleasing no one.