I get the impression there was somebody in the office, like an Austin Walker, who pressed really hard to get people excited over this game. You can always do better, but how hard are you willing to try and find your potential. In this case, Devil Daggers relies on your competitive nature to extend the playtime while giving people the right amount of weapons, enemies, and difficulty. If it was more complex then the difficulty could end up too high, if they added a campaign to complete it would be an entirely different game and I don't think it would be any fun. In the specific case of Devil Daggers I think adding more in almost any way would have made the experience worse. It's also - as you mentioned briefly - important to not carry on too long without introducing something new, or end too soon before you can experience things to their fullest and walk away happy with the experience. This only occurs once you have had your fill however, once you feel as though there is nothing else to gain from continuing to play the game, this is why endings are so nice when they're not terrible and wrap things up nicely. if a game has fully explored its possibility space, i honestly am not left wanting more. Part of my problem is that i actually disagree with what you're saying. The hiring patterns over at RPS are a bit incestuous, where they only bring in people who already share the same tastes and viewpoints as themselves, instead of bringing in new blood with different viewpoints.Įdit: Look at all the people downvoting me because they can't refute my argument. The staff is trying to make some sort of statement by rewarding a relatively niche and unknown indie game. Somebody in the staff as an inordinate amount of pull in these things, making most other voices largely irrelevant. The only real way for it to happen is one of three ways: But a game that appeals to a very narrow subset of people and isn't culturally relevant and hasn't affected the industry in any way should, by the very nature of niche cult games, not end up being listed on major gaming outlets as GOTY.Īnd when I say "by the very nature of niche cult games," I mean that because its appeal should be to a very small subset of gamers, the odds that the majority of people at a single journalistic outlet would name it their personal GOTY is astronomical. Not to trash the game, I'm sure it's fun for what it does. I would expect that a niche cult game would get a mention in such a setting, not plastered on their front page as GOTY. But we're also not talking about a singular person's favorite game of the year, we're talking about a gaming journalism site full of professionals who aggregated their opinions into the discussion.
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