Today’s posts is mainly one of reflection, based on some frustrations with the latest game I played, XCOM 2. I am not going to analyse the game in full, or review it for that matter of fact, but simply pick at a element that I found increasingly frustrating throughout the game: its way of presenting the narrative.
Caroux and Isbister recently published a study on game HUDs (head-up displays) that examines user experience. Today we’ll take a closer look at this study and some general ideas concerning video game HUDs.
Sometimes in order to understand how video games affect you, you have to look at the real world. Horror games in virtual reality appear to affect people a lot, and it may very well be connected to levels of immersion.
How do you tell a good story in a video game? This is a challenge developers have struggled with since the early ages of video games, and more often than not, the story in a game comes across as slightly lacklustre in one way or another. Now, you could simply dismiss this as being down to video games favouring gameplay over narrative. However, the Telltale games success points toward another problem – one that indicates an intrinsic disparity between game and story.