Today, open-world games drop players into a huge and expansive realm and allow them to go and do whatever they want. Nintendo’s Metroid series are heavily exploratory to the point where the explorative world defines the series in general however, despite the praise the franchise gets for its “non-linear” landscapes, Metroid games are not “open-world”. For games in particular, the Metroid franchise effectively uses the “hidden plot” to drive our need to create our own adventures, allowing us to feel fully in control of our own virtual destiny.īefore we continue, I must make the distinction between linear gameplay and the “openness” of the virtual world. Our curiosity to discover our own journeys in life push us to walk down the paths that will take us to new and exciting places. This narrative technique of “hiding the plot” exemplifies and takes advantage of one of the strongest human feelings: curiosity. Interestingly, the most engaging games tend to “hide” the plot from the player: instead of stating the mission at the beginning (“Rescue Princess Peach from Bowser” or “Defeat the Joker and take back Arkham Asylum”), these games do not tell the player the ultimate goal, leaving the player to figure it out on their own. The more a game allows for player agency, the greater incentive the player has to explore both the paths of the landscape and the paths of the narrative, seeing all the different possible outcomes of their choices. ![]() Different games provide various amounts of agency, from virtually none (simple games such as Space Invaders ) to almost full agency (“crafting” games such as Minecraft or “sandbox” games such as GTA ). Being able to choose where to go in an adventure gives the player narrative agency, meaning they get to decide what happens to their character, other characters, and their surroundings. Where the plot is the set of main events that enable players to complete the game, the narrative is the entire scope of the story that includes the plot but also the other side stories and extraneous details the player decides to complete. The most engaging aspect of a game, one that fully draws players into the fantastical realm, is the interactive narrative. A Comprehensive Theory of Majora’s Mask.It has been re-released on several Nintendo consoles and services. Super Metroid was followed in 2002 by Metroid Fusion and Metroid Prime. It also became popular among players for speedrunning. Alongside Castlevania: Symphony of the Night, Super Metroid is credited for establishing the " Metroidvania" genre, inspiring numerous indie games and developers. The game sold well and shipped 1.42 million copies worldwide by late 2003. It is often cited as one of the greatest video games of all time. Super Metroid received acclaim, with praise for its atmosphere, gameplay, music and graphics. The developers wanted to make a true action game, and set the stage for Samus's reappearance. The development staff from previous Metroid games-including Yoshio Sakamoto, Makoto Kano and Gunpei Yokoi-returned to develop Super Metroid over the course of two years. It introduced new concepts to the series, such as the inventory screen, an automap, and the ability to fire in all directions. Following the established gameplay model of its predecessors, Super Metroid focuses on exploration, with the player searching for power-ups used to reach previously inaccessible areas.
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