Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
This post is part of a series. I mention abilities and tools but no story spoilers.
Being an outsider to the Metal Gear series, I was only cautiously optimistic about V. All I heard about the last one was that it had 90-minute cut-scenes. I watched enough of one of them on YouTube to determine that it was… not my cup of tea. Of V, I’d seen some fun stuff in videos, but I was half-assuming the story would barge in and ruin it.
Well, the story does barge in. But only for the intro and a few brief intrusions, spread out over the vast, ridiculous amount of time I’ve played the game for so far – at least thirty hours, I think. That’s a ridiculously tiny fraction, and the rest is extraordinarily good.
So many things about it are surprising or different or interesting and I want to write about all of them. So I think I’ll do that, one post at a time, starting with this:
Outside of those few scripted intrusions, I’ve only actually died a handful of times in those thirty hours. The game has an enormous failure spectrum – I mentioned these in respect to Invisible Inc, but here’s the gist:
When you can fail at something but still carry on playing, I call the range of states between perfect success and total failure a ‘failure spectrum’.
MGS V has most of the stealth genre’s most generous failsafes, plus an incredibly generous one of its own inserted at the crucial moment – Reflex Mode. The result is something like this:
Listing it like that makes it sound absurd, but I really think this is one of the main reasons I and so many people end up having such a great time. Moving to these messier states creates stories of panic and improvisation, instead of frustrating game-overs. It’s the same reason it works in Invisible Inc:
A big failure spectrum is good because a lot of the most emotional moments in a game happen on the cusp of failure. If you were this close to being seen, your escape is exhilarating. But if failure is a ‘game over’ screen, spending a lot of time on the cusp of failure means a lot of ‘game over’ screens. Each one interrupts your immersion and ends your investment in this current run. It pulls you out of the game, and you find yourself in a menu, then at a checkpoint or a savegame. Mentally acclimatising to how much of your story has been lost forces you to disengage from it, and you have to build up all that immersion again from scratch.
If failure isn’t game over, it’s still nail-biting when to come close to it. And when you do slip over the threshold, it’s just another development in the story you’re creating and living through.