I remember I was playing a level before, and I got stuck, and people were like ‘so much for awesome level design right?’ The sad fucking irony is that these people don’t even realise that it’s a really fucking sad thing that you can’t even fathom geting lost in a modern videogame.
I’m gonna rant a little bit here.
There was a time, let’s say back in 1996 when we were playing videogames like Duke Nukem 3D, or fucking Tomb Raider, or Mario 64 or some shit… when figuring out where to go and how to get there and being lost was like- that was the content, figuring it out was the content of the videogame because that was satisfying.
Now everything is big fucking pointing arrow, or big long corridor hallway because videogames are just a delivery device for 1) your little cinematic story, and 2) the credits, because all they want you to do is get to the end of the game so you can buy the fucking dlc and then buy the fucking sequel.
Modern videogame designers don’t want you to not finish the game, they just want to create a funnel so you have to finish the fucking game. You know? They couldn’t possibly think that maybe figuring out a level, figuring out how to get around it, where to go, could be the reason we play videogames.
Like that doesn’t even enter the fucking mind of a modern videogame design committee. ‘Oh my God if a player gets lost, or can’t figure it out, or gets stuck, or has to work to get through a fucking level then we’re fucking up and that’s not a good thing.’ That’s what modern game designers think, and that’s a bad thing- it’s horrifying, its horrible. And it’s fucking scary.
You’re right we still have good videogames, but there aren’t good videogames anymore that are good for the reasons that these fucking videogames were good- and that’s fucking sad.
The closest that we have to something like this is something like Dark Souls, where hey, the journey is what makes that game awesome.