Papers please game free play
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Juul’s general point is that games (and in particular, video games) are always a form of emotional gambling, and his main assertion in the text is “failure in games tells us that we are flawed and deficient. He goes on to say that designers must “ sure that the path of least resistance is also the most interesting one” (62). Juul suggests that this behaviour illustrates what he calls the “paradox of failure,” which is “the combination of a short-term goal of avoiding failure and an aesthetic goal of engaging in an activity that includes failure” (62). In his 2013 book, The Art of Failure, Jesper Juul briefly examines the motivations of players that obsessively “min-max” or optimize their gaming strategy, often to the detriment of their sense of fun players will find an effective strategy and continue to use it, even though it turns what should be a fun experience into a mind-numbing, repetitive chore (60-61). This is so ingrained in contemporary game design that player progress is often measured by the increasing complexity of game mechanics: by adding new abilities, introducing more difficult foes, more challenging environments, etc. Processes are fertile ground for privileging economy of action and thought. It is the reason why genetic algorithms have been used to plan the “perfect” build order in StarCraft 2.
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It is articulated through the dissonance between Nathan Drake as-he-appears-in-cutscenes and the Nathan Drake whose actions correspond to a controller’s thumbsticks. There’s a certain dehumanizing impulse that comes with mastering game systems.