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#which isn't a universal negative for me in games! death stranding starts with like 4 hours of cutscenes and i watch every second of them
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(Light spoilers for act 3 of Hardspace Shipbreaker)
The story in Hardspace Shipbreaker is focused on unions/labor rights, and I was really curious how they were going to handle the conflict of, like... in-universe, you're doing extremely dangerous work under unethical conditions to try and pull yourself out of deep debt; but as a player, the "work" is the extremely fun and satisfying gameplay. So at some point the devs have to face a game design problem: squaring the story they want to tell with not stopping the player from experiencing the fun part of the game. And I really liked how they did it! They managed to meet both goals by telling the player to just absolutely destroy a ship - giving them something fun to do, a slightly different problem to solve that (probably) wasn't something they would have done in normal gameplay, as well as being a good in-universe justification (a work slowdown, destroying profits, showing solidarity). I haven't been totally enamoured with the story in the game - I'm into the themes, but the writing is a little clunky and the scenes tend to slow down the pace of the game - and I thought they might just have the workers go on strike, which would be thematically appropriate but kind of a bummer in terms of gameplay. It was a pretty clever way to solve that conflict.
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