For what it's worth I tend to think our fascination with violence is what drives us to play violent games and not vice versa.
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If choosing a menu option to make them leave you alone is still akin to violence, then I think you're left without non-violent means of using characters as obstacles to be overcome.
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I guess it is only akin to it because of the decades of rpgs that the game is referencing where the violence is menu driven...if those had never existed it might seem weird that *attacking* was even an option. Maybe we just need more decades of "make friends" options as balance
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I thought your point WAS that the theme-ing drove the fun. As in, a Love-shmup wouldn't draw as much attention as a mechanically identical violent shmup (i dunno?).
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As for Undertale I *think* I disagree: players are permitted to solve the problems through violence..but the puzzle is in avoiding that..which then becomes the fun..it feels a bit deeper than just surface treatment to me. I haven't thought through this too thoroughly tho.
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