Thursday 27 September, 2018
For narrative-oriented games, it is inevitable that gameplay and freedom are restricted. Like a game of cooperation, "A Way Out" is better handled on this issue. Because it is a two-player game, most of the time there is no question of which character is dominant, especially when the two protagonists plan to escape from the beginning, which part of the task is completely freely chosen by the two players. The lack of experience brought about by the forced split screen is also compensated by the cooperative gameplay. The two players need to use their brains at the same time to come up with a solution to the problem. Even the split screen display unexpectedly plays the role of enhancing the experience at this time - the player can observe the screen of the partner player side and use this to come up with his next move.
In the implementation of jailbreak, two players are required to synchronize the game, which not only tests the player's understanding of the game but also tests the tacit understanding between players. However, it is clear that the test of the tacitness between players is point-to-point. The game is not designed to be difficult to play in this respect. It is difficult, but it will not affect the fun of the game.
Good job Nan! I think you could do more to reflect on the things the game made you think and feel, but you’ve got some interesting thoughts here. You describe the game as being “movie-like,” did that feeling make you more or less immersed and how did that affect the way you played? You say that both players have to use their brains at the same time, I’d love to hear more about who you played with and your experience playing with them. What effect did the cooperative element have on your perception of the characters and story?
Monday 15 October, 2018 by Light