The Essence of Game Design
Imagine descending from Sinai with the ultimate truth about game design: A good game is when you can steal back the money you just spent at a shop; a bad game is when you can't. This simple principle underpins the enjoyment of immersive games like Kingdom Come: Deliverance 2. After investing about 40 hours in scamming merchants and honing my skills, I can confidently say that KCD2 embodies this design philosophy.
(Image credit: Deep Silver)
The Capitalist Approach to Gaming
Karl Marx would appreciate this approach as it aligns with his critique of capitalist exploitation: M-C-M—money, commodity, money. If only capitalists leveled their pickpocketing skills, they could walk away with more than just profit.
The Rule of Theft in Gaming
The rule is consistent across various games: Baldur's Gate 3, Fallout: New Vegas, and KCD2 all allow players to reclaim their gold through theft. While some games may not let you steal back your gold, they often allow you to rob shopkeepers directly, indicating a design philosophy that prioritizes a realistic and malleable game world.
(Image credit: Warhorse Studios)
World-Building Over Storytelling
Games should feel like living worlds rather than mere narratives. This philosophy is becoming increasingly popular, as seen in KCD2 and smaller titles like Peripeteia. As we move further into the decade, I hope to see more immersive sims that embrace this design ethos.
Avowed's Potential
Currently, I’m enjoying Avowed, which feels well-tuned but could benefit from a more immersive design approach. The ability to steal and face consequences should be a fundamental aspect of gameplay. If Obsidian adopts this philosophy in future games, we could be looking at a Game of the Year contender.
(Image credit: Obsidian)
Ultimately, every game can be enhanced by allowing players to rob shopkeepers. This principle holds true across the board, making for a richer and more engaging experience.
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