1/18/2024 0 Comments Hades from hadesHades flips things around by sending players back to the beginning, while still advancing the story and providing an opportunity to invest in upgrades that will make your life easier on the next run. Or, if you choose, you can ignore all of this! The story is optional, but for many, seems to dull the frustration of death. ![]() There will usually be new conversation trees that provide backstory and insight into character relationships, and you can offer gifts to different characters that open up new subplots. If the player doesn't forget their deaths and learns from them, so should the protagonist."Īfter a botched Hades run, characters might offer congratulations for making it further, or give you shit for dying to an easy enemy. So we figured, this needed to be core to the narrative. "In the case of roguelike games," said Kasavin, "one of the key features is that you make more progress by taking advantage of your knowledge from past failed attempts. ![]() In most games, all players will experience the same thing. But it wasn't obvious how to do that within a roguelike. One of the many rewards games dole out to players for making progress-beating a boss, reaching a new area-is more story. We wondered, could we make the moment of death something players almost look forward to, rather than dread?" We wanted to make sure it wasn't unduly frustrating and demoralizing to the extent we could, since the goal of a roguelike game is to be interesting enough to be worth playing repeatedly. "From the start of development," said Kasavin, "we put special focus on the moment of death in Hades, knowing it would be something players would see frequently. ![]() The decisions they make, the arc of their journey, becomes the story. But with roguelikes specifically, the repetition and randomness means the story being told often has less to do with characters and plotting than the player's actions throughout a run. A lot of games have, for better and worse, taken cues from Hollywood. How to tell stories in video games has been a challenge for the medium since day one and without a one-size-fits-all solution. Supergiant creative director Greg Kasavin recently told VICE Games the internal phrase for describing Hades' internally while the game was in development was "narrative roguelike."
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