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I rewatched Jonathan Blow's talk Video Games and the Human Condition the other day, and it made me think about Pikmin 4. Game design elements like missions, plot, and experience points are extraneous to the "essence" of games, but they undoubtedly keep players engaged. The question is to what extent your game should lean on these tools. Pikmin 1 was a pretty hardcore game that didn't have most of this. It was pure! And for that reason... Pikmin as a series never really took off. Now we have Pikmin 4, with its constant dialogue, linear story, and sub-objectives paced to Keep The Player Engaged™... and while it does feel a little blasphemous, for the most part it's done tastefully, only enough to help people learn how to enjoy Pikmin. Nintendo tried doing it the non-manipulative way and it didn't work, so I can't fault them for dipping into the bag of tricks just a little for the sake of onboarding. |
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