Decisions in videogames - Videogame History #43 - Retro Review

in #gaming7 years ago (edited)

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With the passing of the years in video games there has been an important factor that has grown exponentially within the gameplay, not only is it a matter of passing a video game and seeing its end, decisions are also interposed which represent a factor of changes either in the story or different endings that a videogame can have, in this post we will take a small step in the decision making process and how it affects both our gameplay and the paths to be taken within the large video game industry.

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In the 70s and 80s the decision making was very simple, because the videogames of that time were not very deep with respect to their history, as many of them would know was to make a high score, so we should be cautious and exact when choosing to eliminate, dodge, jump, way to go, among other actions, if at a certain time we made a bad decision we would simply lose our lives until we see the legendary screen of Game Over.

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It was at the end of the 80s and the 90s that really the decisions within the videogames began to take a very important role, choose a fight to death or spare the life of your rival, join or not our worst enemy among many more, a example of this we can find in Magic Sword, to kill the final boss gives us the decision to join the forces of evil or finish destroying completely with the curse.

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This over the years was evolving, giving new experiences to the players, allowing them the right to doubt "What would have happened if I said no?", This simply caused the player to return to repeat the game to see that happened if I took the other path, a video game where you can see specifically this is in the first Fable, here we can make the decision to be the good in history and see how our character is becoming a wise or be the villains at all times, our character is transforming into what would be like a demon, obviously this will radically change the end of the game.

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Another scene where we test our level of doubt is in Metal Gear Solid, when Ocelot captures us and tortures us with electricity, we must resist here by repeatedly pressing a control button to increase our life, but if we do not want to do this we can take the decision to give up and give him the valuable information he needs, is a moment where the gameplay, plot and especially the experience as a video player is simply fantastic.

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Where we can also see this type of actions is in RPG games, many of them contain a variety of endings, depending on actions and decisions we take we can see one of them, as is the case of one of my favorite RPG, Chrono Trigger , to be able to see your 15 finals you must make a great variety of decision making in the vast majority of the game, it can also affect us in the optional characters as in the case of Final Fantasy VII, if we decide to go unnoticed certain places we will not access those "secret" characters that give us some utility in the game as it is the discovery of the great Vicent in this video game.

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Currently the vast majority of video games adapted perfectly to that game mode, allowing the player to have different experiences, such as in one of my favorite games, the trilogy of DarkSouls, where we are tested on different occasions, but if we really do not want to do them we can choose to simply follow our path to the end, which will also depend on whether we pass those tests or not.

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Actually as an old school player this aspect I have always liked, the fact of deciding the fate of an enemy or friend within the game, to have options with respect to the worlds and that this radically changes the progress, development and end of the game. really excellent, this allows you to spin the videogame several times and squeeze it to the fullest, it just seems like an excellent evolution that videogames have progressively taken in all their generations.

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