D-vid wrote:
Someone somewhere pointed out that for a good horror atmosphere you need to feel helpless about the situation.
That's one of the reasons why Call of Cthulhu works so well - you have no weapons whatsoever for the first half of the game, and everybody in the whole world hates you.
In fact, helplessness, and vulnerabilty, just make for more interesting games regardless of the genre. Another World was spectacular, and one of the reasons was because you were just so completely overwhelmed at what was going on. I mean, take a look at that last scene in Metal Gear Solid 4. Weak protagonists feel much more intense. If your guy can barely crawl along the floor, it's going to feel ten billion times more satisfying when you succeed in the game.
Note that at the climax of a lot of games, you get kidnapped and lose all of your stuff. Why is that? Because it's exciting. It's a thrill to think "oh shit I can't do fucking anything anymore", but then you
still win anyway, and you feel like you kick that much more booty. Morrowind pulled that off with flair. You'd be completely lost in the mountains, with no idea where you were, all your items would be broken, your pitiful, pathetic armour would barely do anything in combat, and there'd be a gigantic monster around every corner. Then when you made it through by getting lucky, or coming up with a crazy idea, and you'd walk over the top of a hill and then see the tips of buildings from a town, the rush was amazing. When games beat you down and treat you like a bitch, the pay off becomes bigger. Yet another reason why the casual bullshit game design mind set is so frustrating. They make things easier and more dull so everbody can play and nothing bad ever happens to any character ever, because if the player has an even ever so slightly negative experience, well, that would be a tragedy.