Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
95 
 
don’t want absolutely real situations in videogames. We 
can get that at home. 
 
Let’s stick together 
Naturally, the player doesn’t mind this fakery, this 
playing fast and loose with the laws of nature in the 
name of fun. But a critical requirement is that the 
game’s system remains consistent, that it is internally 
coherent. Crucially, it is lack of coherence rather than 
unrealism that ruins a gameplaying experience. This is 
largely but not exclusively a phenomenon of more 
modern videogames, whose increasing complexity in 
terms of space, action and tasks clearly places a greater 
strain on the designer’s duty to create a rock-solid 
underlying structure. 
Videogame incoherence has three types: it can 
apply to causality, function or space. Incoherence of 
causality, firstly, appears, for ex-ample, in a driving 
game such as V-Rally (1997), where driving at full 
speed into another car causes a slight slowing down, 
but hitting a boulder at the road’s edge leads to a 
spectacular vehicular somersault. Another example 
crops up in Tomb Raider III, where a rocket-launcher 
blows up one’s enemies into pleasingly gory, fleshy 
chunks, but does no damage to a simple wooden door,