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12-11-2011, 04:44 AM #1
- Join Date
- Jun 2011
Human Revolution and thematic game design
I wrote a length piece about DX:HR over here: http://gaming.thedigitalfix.com/content/id/454/human-revolutiongame-that-asksquestion.html
But I'm not just trolling for reads (but clearly am a little bit), but the basis of it is that DX:HR was a very focused game, it was about the concept of human augmentation and focused on that concept above and beyond plot, character, world-building or anything else. When you first get to Detroit, it's this huge open-world hub, and you can talk to everyone in it. And 95% of them will give you their opinion on augmentation. It's silly, totally unrealistic, and yet it works.
The more I looked at it, the more it seemed to have a very clear vision in mind of what it wanted to do, which I felt was kind of interesting. It felt authored. I struggled to thing of any other games that have done something similar, built everything around one idea (except where that idea is an actual game mechanic). And I like it because it eschews realism, eschews characters choices, doesn't bother with complex characters and doesn't have much of a plot. It ignores the rulebook for this laser guided objective of making the play think about the whole augmentation concept.
Do any other games do that sort of thing? And is it a good thing?