Why life is a mediocre game

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*This post is written for the sake of lulz and ups, doesn't claim to be serious, and therefore shouldn't be taken seriously. The post is banal from cover to cover, and this topic has surely been raised more than once or twice (the author, however, doesn't read such nonsense, so he doesn't remember a single such article). The author takes no responsibility for any disappointment the audience may have in life and absolves himself of any responsibility for possible suicide attempts by readers.*

Overall, I've decided to follow the trend and post something about everything. According to a tradition that has formed in some circles, I will ignore angry comments, so feel free to express your love and write them.

Screenshots and text are original.


Genre: simulator.

Developer: unknown.

Publisher: hiding.

Release Year: a long time ago.


Technical Aspect

What is the first thing that catches the eye? Of course, the graphics. Yes, there are no complaints here, everything is at the highest level, true 3D, multi-polygonal models, dynamic lighting, and high-resolution textures. The animation and special effects are crafted by masters of their craft. In general, we are greeted with a lush, beautiful picture.

The physics model is also unquestionable, though it may glitch in some locations, but those are minor issues. Even rarely used laws that could have been omitted are implemented. Plus, the developers deserve credit for attention to detail.

Optimization is also high-quality; there are no lags or stuttering, the FPS rate is stable.

The sound is surround, all according to modern standards. It's just a pity that there is no background music by default, but those complaints are not aimed at the programmers.

In summary, it can be said that the project is technically successful and capable of satisfying the taste of any picky player.


Narrative Component

Here, things are ambiguous. On one hand, we have a game that is as non-linear as possible. On the other, you won’t be able to explore even a thousandth of all the possibilities in one go, and if there is a replay, by the time it begins, you will have already forgotten everything.

The developers did not embed quests as such. We have almost a classic “sandbox,” but with practically unlimited possibilities for action. Everything depends on the player's imagination. If he can set himself an interesting goal, the gameplay will be engaging, and obstacles will be generated accordingly. There is only one “but”—quests taken this way might not correspond to the player’s level, and the level of readiness can only be estimated roughly ahead of time. But at any stage, you can enlist the help of other players if they, of course, agree.

But the main drawback is the mandatory side quests that are generated regardless of our willingness. They are almost always tedious and monotonous. The specifics of the gameplay add fuel to the fire, which will be described in the next block.

In conclusion, there is a complete absence of an engaging story unless the player is capable of generating it himself. So the goal of the game is to set goals for oneself (forgive the tautology) and fulfill them. It's a controversial decision that not all players will like.


Gameplay

Here, things are bleaker. Most casual players feel sad and want to quit this game. There are too many variables to consider, too many parameters to keep track of, and a multitude of monotonous actions to perform daily. This affects both the dynamics and the enjoyment of the game.

But is everything really that bad? Not at all. There is still the “sandbox” here! A multitude of activities dreamed up by regular players throughout the game’s existence awaits you. And you are free to come up with your own!

Now for the main pitfall—too harsh penalties in the event of failures. While for most insignificant quests the penalty will be merely lost time and unearned dividends, in certain types of activities, a complete loss of the character is possible.

And you can lose your character due to the fault of other players or unforeseen circumstances. Of course, server hardware is top-notch and prevents failures, but occasionally random (or caused by other reasons) events may occur that could result in a simultaneous game over for many players.

Saves in the usual sense are not possible, as this is still a multiplayer game, but they could at least implement the option to make a backup character. Although, who knows, maybe over time someone will complete yet another quest resulting in this opportunity. But for now, we have what we have.

By the way, an interesting feature of the game was just mentioned—expanding gameplay possibilities as quests are completed.

Overall, the developer was let down by his attention to detail here. And hardcore players were among them as well.


Conclusion

In general, the game is quite challenging but offers a wealth of interesting opportunities. Unfortunately, players have to navigate through numerous difficulties, both gaming and motivational, which often leads many to quit at some stage, continuing the routine daily quests by habit, and playing other, simpler, clearer games, often even single-player ones. Like a colossus, the game risks falling under its own weight. Rather, it will be brought down by the players. Well, we shall see.