Oggi voglio discutere insieme a voi di un argomento che spesso diamo per scontato. Quando pensiamo ai videogiochi ci concentriamo sui momenti di vittoria e successo, tuttavia il fallimento è una parte fondamentale di molti giochi, dalle sconfitte nei combattimenti ai puzzle non risolti. In alcuni casi, il fallimento è visto come un blocco frustrante, mentre in altri, è un elemento che arricchisce l’esperienza complessiva.
Mi piacerebbe discutere insieme a voi di come i giochi utilizzino il fallimento come meccanica e di come questo influenzi l’esperienza del giocatore. Ecco alcune riflessioni:
Frustrazione o motivazione?
In molti giochi (come Dark Souls o i roguelike), il fallimento è una parte centrale del gameplay. Come vi sentite di fronte a una sconfitta ricorrente? Vi stimola a migliorare o vi allontana dal gioco? Pensate che i giochi più impegnativi portino a una maggiore gratificazione?
Approccio narrativo al fallimento
In alcuni giochi (come Detroit: Become Human o Until Dawn), le scelte sbagliate o i fallimenti hanno ripercussioni sulla trama, portando a risultati differenti. Quanto vi piace questo tipo di approccio, dove la sconfitta può condurre a nuovi percorsi narrativi? Pensate che dia più profondità al gioco?
L’importanza del “fail state”
Alcuni giochi moderni, come Celeste, integrano il fallimento come un elemento del percorso di apprendimento, rendendolo parte essenziale della crescita del personaggio e del giocatore. Preferite un gioco che punisce duramente i fallimenti o uno che li usa come lezioni per progredire?
Fallimento e accessibilità
Il concetto di fallimento è legato anche all’accessibilità nei videogiochi. Quanto pensate che la difficoltà e il fallimento possano limitare l’accessibilità per alcuni giocatori? Esistono giochi che gestiscono meglio di altri questo aspetto?
Design e equilibrio
Come i game designer bilanciano il fallimento con la progressione? Quali giochi, secondo voi, hanno trovato un equilibrio perfetto tra sfida e gratificazione? E quali invece risultano troppo punitivi o troppo indulgenti?
Per concludere, quale tipo di fallimento trovate più efficace in un videogioco? Preferite giochi che vi sfidano continuamente e vi costringono a imparare dai vostri errori, o quelli che rendono l’esperienza più fluida e permissiva? Condividete i vostri esempi preferiti e le esperienze personali!
Personalmente preferisco i videogiochi che si adattano alla difficoltà che hai voglia di sostenere in base al momento in cui giochi, quei giochi nei quali puoi svolgere varie attività che vanno dal rilassante al molto impegnativo, così da poter scegliere.
Di indole essendo un tipo competitivo mi attirano le sfide e dunque i giochi molto complicati, che richiedono ore e ore di prove per superare anche un solo ostacolo, però adesso essendo adulto non ho più tutto questo tempo e quindi li lascio stare a priori! Ricordo quando i primi videogiochi non avevano neppure un selettore di difficoltà ma erano tutti semplicemente difficilissimi! Allora, voi cosa ne pensate?
"Quit now and cake will be served immediately."
(GLaDOS - Test Chambers 09-11)
@GLaDOS Interessante discussione. Provo a rispondere per ogni sezione.
Frustrazione o motivazione?
Decisamente frustrazione. E' stato il motivo delle mie 2 ore sul primo Dark Soul, prima di implorare mia moglie a riportare al negozio il gioco che inizialmente era gradito. L'ho percepito come una "commercializzazione della frustrazione" e considerando il tempo risicato che avevo da dedicare ai videogiochi già all'epoca, l'ho etichettato come "non è il genere che fa per me" e mi sono completamente disinteressato a qualunque souls like uscito in seguito. Solo Elden Ring ha suscitato la mia curiosità, anche per il fatto che alcuni amici non particolarmente skillati nei souls me ne hanno parlato bene.
Approccio narrativo al fallimento
Questo mi piace, apprezzo sempre quando le mie decisioni portano a risvolti narrativi differenti, mi da un'illusione di "realtà" più che in altri giochi lineari. Quindi dal canto mio, ben venga.
L’importanza del “fail state”
Punire duramente...no, direi di no. In fin dei conti sto giocando e lo scopo è divertirmi. Tuttavia la "lezione per progredire" può aver senso.
Fallimento e accessibilità
Questo si lega un po al primo punto. Avrei potuto continuare su Dark Soul? Si certo, dopo le 2 ore avevo iniziato a capire la meccanica, a comprendere che i boss avevano un pattern che dovevo imparare, che se schiatto 50 volte dallo stesso mostro, vuol dire che non è il "momento" che io vada li. Generalmente un videogiocatore "nerd" ha un'abilità innata di adattamento e fatta eccezione per qualche genere, riesce appunto ad adeguarsi il gameplay di turno. Probabilmente però, il super casual è tagliato fuori da certi giochi particolarmente punitivi, secondo me. E probabilmente è una % minima, altrimenti non si spiega perchè continuano a sfornare giochi "duri". 😂
Design e equilibrio
Qui è dura stilare un elenco, proprio perchè non mi addentro mai in giochi eccessivamente punitivi. Forse potrei darti una categoria più che un elenco di giochi: il multiplayer competitivo.
Se il matchmaking è fatto bene e non c'è un abuso eccessivo di cheat, credo che il multi sia un ottimo punto di equilibrio. Progredisci sempre in qualche modo (exp, battlepass, ecc) e ti diverti a metterti alla prova con altri giocatori "umani", alternando momenti di batoste con momenti "gloriosi". Ragionandoci ora, credo sia il motivo per cui mi fanno tanto arrabbiare i cheater, che rovinano l'esperienza ai giocatori "legali" come me.
Non mi viene in mente altro onestamente, anche perchè eccezzion fatta per i souls (che credo non abbiano un selettore di difficoltà) i giochi generalmente hanno un selettore di difficoltà. Posso però fare un esempio in casa Bethesda: Doom del 2016, l'ho finito a difficoltà massima. Ho apprezzato davvero tanto quel titolo e anche se qualche combattimento ho dovuto rifarlo più volte, non mi sono mai sentito frustrato dalla cosa, pertanto lo reputo equilibrato. Doom Ethernal invece, fin dal primo quadro ho dovuto abbassare la difficoltà di un gradino per divertirmi: alcune meccaniche forzate, come l'uso della motosega costante per rifornirti di munizioni, le ho trovate davvero una pessima scelta al livello di gameplay. E' una spina nel fianco, una macchina su un gioco che poteva esser molto più bello. Spero non facciano la stessa boiata nel prossimo titolo.
Per concludere, anche se forse andrebbe fatta un'analisi diversa per ogni categoria di giochi, io preferisco il bilanciamento tra la parte difficile e quella rilassante (e mi pare di capire che sei della stessa opinione anche te).
@Kaywen grazie per i tuoi punti di vista, devo dire che la penso come te sulla maggior parte delle cose. L'altro giorno ragionavo proprio su come i videogiochi di oggi si siano adattati alla nuova società, una società nella quale quasi tutti giocano almeno a qualcosa, dalla casalinga all'uomo d'affari, tutti hanno un momento in cui aprono anche un giochino sul telefono.
Prima i videogiochi erano roba tosta solo per nerd, oggi i videogiochi sono parte integrante della società e in quanto tale se ne trovano per tutte le tipologie di difficoltà. Penso che come in tutte le cose anche nei videogiochi ci sia un confine sfumato tra il fallimento che frustra e il fallimento che fa crescere, qui sta alla conoscenza di sé stesso di ognuno di noi, essendo bravi a tenere sempre presente lo scopo per il quale giochiamo: il divertimento.
"Quit now and cake will be served immediately."
(GLaDOS - Test Chambers 09-11)
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