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Re:Defining Environment Language for Video Games by frou_dh on Friday June 30, 2017 @05:19AM (#14669508)
Reminds me of this tweet-video, which illustrates well the banality of a lot of """exciting""" movie-like gameplay:

https://twitter.com/robotduck/status/759529875992698880

Re:Defining Environment Language for Video Games by meheleventyone on Friday June 30, 2017 @06:36AM (#14669732)
It's a pretty shallow read of the game design. The video and longer piece he wrote miss that there only needs to be perceived peril for the sequence to be exciting. Humans also love to buy into the idea that something is way more dangerous than it is. The actual goal of that sequence is to amp the player up before they get into the next gameplay sequence proper. It's a piece of pacing and environmental storytelling.

Further making that sequence a gameplay challenge would almost certainly make it worse. It becomes a memorization game and would require repeat attempts, each of which would lessen the impact of the experience.