There’s a whole genre of games that can be broadly summed up as being all about the player getting from A to B. Multiple genres, I suppose, but for now I’m focusing on the more narrative-driven cRPG games over, say, platformers and roguelikes.
You go from A to B, overcoming obstacles in the way, and are rewarded by the story progressing.
I’m going to further narrow this down to focus on the two games I played recently, Cyberpunk 2077 and Death Stranding.
They both had a ton of money poured into them, they both have arguably excellent world-building and story-telling, they both look beautiful, but one has a premise and core gameplay loop that works, and the other does not.
Cyberpunk 2077 gives you a ton of options. You can sneak around, and are highly encouraged to do so. You can quickhack to ping targets to see them through walls, hack cameras, remotely disable optical implants, etc. You can snipe, or use cover to get into protracted gunfights. But in the attempt to allow anyone to play any way they like, extended play reveals a path of least resistance: the quickest and easiest way to get from A to B. You run around and shoot everyone in the face (or body). This never fails, is extremely fast, and there’s no gameplay reason not to do this every time. Thematically, it is jarring. Your bodycount must be in the hundreds, and yet you can still talk about not killing people for revenge in the cutscenes. You never become wanted by the police for murdering so many, or feared for going cyberpsycho. You do always get from A to B in the shortest possible time, and the story gets doled out accordingly.
Death Stranding, on the other hand, solves so many issues in ways that keep the core gameplay alive.
First, it’s normally not you that has to get from A to B so much as what you have strapped to your back. All the early threats threaten that cargo: falling over on rough terrain, or due to exhaustion, the rain (timefall that ages everything it touches), the porters-gone-crazy who try to steal your cargo. This makes the threats more interesting and varied, so there can never be a one-size-fits-all solution. Further, it neatly sidesteps the old problem of save-reload on failure. No matter how bad things get, you can probably try and recover the cargo.
Second, even when you gain the ability to take down human threats, you have a really compelling reason not to kill them, and interesting and appropriate consequences if you do so.
Third, in addition to the ever-present environmental hazards, there are invisible and invulnerable threats that always remain scary and disorientating and that, again, mostly threaten your cargo. You can’t just shoot them in the face, and you can’t even engage in the usual tiresome crouch-move-from-cover-to-cover stealth game. The rain keeps on falling, there’s no cover, and you can only hold your breath for so long.
Finally, it lets you feel smart when you finally do trivialise all these challenges, and ensures you can only do so to cover old ground. By managing your resources efficiently (or going online), you can build elevated roads from A to B (but not C) that bypass these obstacles. But only once you have been to the destination and key points along the way. Then rain becomes storms, storms become snowfall. Then you get ziplines to traverse mountainous terrain, but again, only once you have been to the destination and plotted out lines of sight. (I think this also hooks into the appeal of “work” games, like Shipbreaker and Viscera Cleanup Detail - learning to do something relatively complex well - but it is still fundamentally a game of getting from A to B, so not really that similar)
So, two very different games, but I think one does getting from A to B well, and the other does not.
For my next essay, why Cogmind does getting from A to B well, and Dungeons of Dredmor does not (just kidding, I know no-one here has ever played or will ever play Cogmind!)