This is an IGN opinion piece from Mat Jones, who thinks everyone’s made too big a deal out of experience-altering mods, and wouldn’t replay a video game ever, even if he were forced to do so by vampires holding his family hostage.
I’ve spent the weeks since The Blood of Dawnwalker’s release nodding at headlines about how the time-pressured quest to rescue lead character Coen’s family – which is on a controversial 30-day timer – is the heart of the design, and that anyone looking to extend that clock with a mod wouldn’t be having the intended experience.
But, after reading that the developers themselves aren’t so bothered about the timer that they’d definitely want to add it in again – that a Dawnwalker sequel could strip out this mechanic and still inexorably be a Dawnwalker game – I’ve interrogated my own assumptions. I wonder if we’ve been giving anyone who’d roll back a couple of 0s on the odometer too hard a ride. Is the example of the “irresponsible modder”, someone incapable of understanding that developer intent should supersede any possible alteration, a fantasy?
The threat of a ticking clock is one of the first things you learn in screen writing classes: that a scene is more tense if there’s an outside force driving it forward, that a conversation which would otherwise just be two people in a room is twice as interesting if one of them really needs to get out of there. In a movie it's contrivance; obviously the timer can’t end until it’s dramatically interesting. A game, meanwhile, has to account for your character learning they’re about to explode and then just doing their idle animation for their remaining twenty minutes of life. The idea of a long-tail timer achieves the same aim as the movie version, though. Every decision matters if you can only make so many of them, and everything has more weight if there’s a cost.
It’s unlikely that Dawnwalker’s modders, or any modders who’d take the time limit out of any game, are unaware of this. I’m cynical about trends, I’m not cynical about individual people. I can imagine someone who has reckoned with this decision has thought about why these systems are implemented, but eventually accepts their “vandalism” of the art as a small price to pay to overcome problems inherent to this scale of game design.
Many games don’t benefit from a second playthrough. I’ve been playing games almost daily for over thirty years. I’m more than aware of how much gristle and sinew there is among the meat. I’ve chosen not to go back to a lot of things that I’ve loved in the past because I haven’t wanted to do the same stuff over and over. For every great bit of combat design in the best open world games, for every narrative twist and turn, there’s a lot of looking around in cupboards for bullets or pissing around in menus trying on new shoelaces that give you an extra 3% poison damage. Dawnwalker is no different; the equipment variety that will help in the quest to defeat the story’s vampiric villain, Brencis, is as incremental in scale as any other game. I’m fine doing this sort of stuff the first go through, but when I’ve absorbed the majority of the experience, it’s a challenge to get myself to care again.
If there’s, say, enough unique stuff in Dawnwalker for a player to only see 70 or 80% of everything in a playthrough, maybe just enough to miss a chunk if you were busy making other choices, but not enough to have a radically different experience the second time around, then playing it twice would just be pushing through a lot of the same things you’ve already done. Micro changes in context, but macro similarities in activity. If someone wants to see everything in there and they still want the goodie gumdrops school prefect ending, they’re being more generous to their own time and patience than they’re limiting their appreciation of art.
I respect people’s intelligence enough to believe they can be placed in a scene where the cost will be having to spend a lot of time they don’t want to spare, and empathise how much that would weigh on a person who doesn’t have it, without themselves actually having to carry that burden in their own game.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.ign.com/articles/the-blood-of-dawnwalker-modders-arent-missing-the-point-they-just-love-the-game