The power to build: municipal politics of the video game

2023-08-09 16:13:20

Read also: Balance in video games: difficulty, power and taxation

Towards endless possibilities?

Over time, video game creativity spaces have appeared in greater numbers, but restricted on two axes. On the one hand, like series like Zelda et Grand Theft Auto, open games offering wide possibilities for exploration and interaction with the environment, but without being able to leave a lasting trace. On the other hand, management games like SimCity, Crusader Kings or Rollercoaster Tycoonwhich allow the creation, layout and management of complex environments, at the cost of more limited interactivity and scale – especially when it comes to accommodating several players at the same time.

Today, these limits are less strict, and, at the cost of lower graphical fidelity, games that synthesize these two trends are beginning to emerge, much like Minecraft mentioned above, where the field of possibilities opens up to infinity. Is this the direction in which the whole medium should tend? A game without limits is not necessarily a more pleasant game than a game with a narrow but well-defined framework, which can offer a straight-line experience. Let’s keep in mind the words of Aristotle quoted by William of Ockham: “Frustration is done by more that can be done by fewer” – “It is futile to do with more what one can do with less.

Read also: No Man’s Sky, to infinity and not beyond
1691614655
#power #build #municipal #politics #video #game

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.