(Like it's weird that we're still stuck on this question of "How much interactivity does it need to have to be a REAL game" when in the world of visual novels it's accepted you can have a VN with only one choice to make in the whole game, or even have zero choices)
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Missile Command was a pitch-black satire if you stopped and thought about it at all, the whole point of the game is that surviving a world of hot nuclear war long term is impossible, no one can defend the cities forever
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In a weird way we became squeamish over time, as games got "easier" and became products you buy to enjoy at home at leisure and not challenges designed to eat your quarters The more real the story became the less willing we were to see it as futile
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but i never felt like i had to make a forced stupid choice it was "existential" in that i had complete freedom (within the context/rules of the game) but i would always die in the end i knew what i was getting into, and i rarely if ever had the "fk you" response
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I mean, one could argue that TLoU makes it pretty clear what you're getting into
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