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Didn't know what else to title this video. This video was written to comment on observations I had while recording footage of Half-life 2 for my upcoming Close Look at Half-life 2 video. In this video, I talk about how FPS games which allow you to hold every weapon in the game all at once in your inventory conflict often with level design and storytelling elements of shooter games. Thus, as shooters became more story focused and more about "immersive" experiences, it made less and less sense to give players a full arsenal at once. Resolving this has less to do with removing weapon options, and more to do with how we approach level design and integrating a wider weapon set into an immersive storytelling experience.
This video was meant as a one-off, just an aside to a bigger video. That said, if this video does well enough I might make a follow-up video covering newer games, and I'll certainly make more videos looking at game design theory from time to time.
18 дек 2023