Thanks for the thoughtful response!
Callate said:
There's a fine line between "desperation" and "frustration". It's very easy and not all that uncommon for games that would identify as survival horror to provide insufficient weaponry and fail to offer viable alternatives to gunning the enemies down...
There are plenty of games that use it incorrectly, just as there are plenty that don't use it at all. A lot of it has to do with the design of the
rest of the game -- does the game encourage you to play in a way that the mechanics support, or does it ask you to do something that doesn't make sense?
For instance, in a lot of games, the assumption is that we're supposed to "clear the map." If there's an enemy in an area, it should be dead by the time you leave. If a game then doesn't give you enough ammo to do that, there's a problem... but where? Is the problem that the game isn't giving you enough ammo, or is the problem that the player is pursuing combat rather than avoiding it? I tend to think it's the latter, but even that isn't always the player's fault.
When a game diverges from the "norm," it's up to the game to let the player know that. Some early experiences in which a player
has to avoid combat, or some guided situations in which it's clear there isn't enough ammunition... or even something so simple as turning a player's remaining bullets into points/experience at the end of a map, or something.
I think this increasingly common focus on the desperation/scarcity angle is hindering the genre. Instead of using the entire toolbox, we're trying to get the entire job done with the hammer.
In some cases, yes. You don't want to create just one golden path. At the same time, part of survival is
exactly what you describe: I usually have tons of tools at my disposal, but what do I do when all I have left is a hammer? Survival is about finding as many uses for that hammer as you can, even non-traditional ones.
Of course, moderation is the key. You don't want the player to have forty different weapons, but you can probably give them more than three options. Provide plenty of options to the player, whenever you can, and find other ways to impose limits. Maybe there
are forty different weapons to choose from, but you can only carry one at a time, and you can only change weapons on rare occasions. Limits are
critical to any sense of "survival," but that doesn't mean every limit has to be the same kind.
Sometimes it's things you just have to avoid at all costs (The screen-shaking vortex of evil in the original Alone in the Dark that appeared if you bumped into one of the ghosts is one of the most memorable encounters in all my game-playing.) Sometimes its a sense that your real tormentor is something alien to your understanding and forever beyond your reach (as in most of the better Silent Hill games.)
That's the kind of thing I'm getting at here. Powerlessness and desperation.
One way to do that is by making resources scarce. There are, of course, other ways. By
literally making the player powerless against an enemy, you take a bit of a shortcut... but, in the right setting, it can work very well.