Oblivion and the Hero Effect
It’s unlike me, multiplayer enthusiast that I am, to play a solo game. But Oblivion (to which I am at long last getting) is a delightful change. For one thing, it’s a beautiful game, with some genuinely artful visual compositions and decent attempts at an epic story full of moral questions. But it also makes me think about how my sense of being heroic in Oblivion is a nice change from the MMOs I usually go for.
There are some great things you can do and feel in a world that revolves around *you* that you can’t do in a multiplayer-oriented world, no matter how much the latter tries to make you feel like The Hero. I wonder if there will be a bit of a pendulum swing the other way now that so many gamers are so heavily into World of Warcraft, that within a few years there will be a big hunger for a game that makes the individual player feel central and unique and big and strong.
In design as well, I astonish myself by sometimes thinking of game ideas which are solo in nature. Most of my ideas remain multiplayer focused, sometimes in an asynchronous and casual way where I think some real gold waits to be discovered, but I do get the odd solo-oriented idea now.
Tags: Design, games-as-art, mmos, recommendations, rpgs, WoW
