Here, against an endless horizon of orange sand, progress is practically eternal. You can drive for hours, chugging at a constant 45mph towards a notional Las Vegas with almost no change in the scenery. Or you can drive for hours, hitting the ball into hole after hole across forever-undulating topography. Desert Bus and Desert Golfing are boring games. They’re designed to be numbingly repetitive; they do not reward us with showers of praise or nuggets of story, nor do you find new places to go and new things to do. And yet we play them. We even celebrate them, basing charity events around Desert Bus For Hope – and Desert Golfing got a sequel.
For a medium that’s meant to be about excitement, games can coast awfully close to boredom at times. While Desert Bus and Desert Golfing intentionally play with the notion of being as boring as possible, there are also slow games which trade on the passing of time, like Animal Crossing, games which eke out rewards day by day. Then there are games about grinding repetitive actions for XP and low-drop-rate items. There are games about watching numbers go up; games about waiting for cooldowns to finish.
Denne historien er fra January 2021-utgaven av Edge.
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Denne historien er fra January 2021-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image