Ejrech
Member

Posts: 9

|
 |
« Reply #1 on: July 09, 2008, 03:54:59 AM » |
|
Perhaps a bit of both. =P
From a designer's standpoint, I'd definitely say it's to give the player a realistic challenge. Something to test them, without being overly cheap, like a boss with 1,000,000 HP.
Challenges make life what it is. Some challenges can be fun. Others add to the experience.
If we didn't have the realistic things, the sad things, the frustrating things, the things that make us work; if we just lived in pure paradise from birth 'til death, we'd never experience the fullness of joy and beauty in things, because we can only truly appreciate it once we've experienced the full spectrum.
That being said, escort missions are difficult to seamlessly tie in with a 100% exciting (as in, trying to be the most fun/fulfilling game it can be, without as few lackluster faults as possible) style of game. Not to mention that a game full of them gets old pretty fast.
Designers should be careful with how much and how far and frequent they go in the realism and "downers" in their games, since games are, by nature, an escape from that kind of thing in everyday life. ;]
(Thanks for making me want to design something, yet again. >_>)
(I seriously don't want to wait to get through schooling to start making things. -_-)
|