"...All you need to do is follow this map, dig up the treasure, and it's yours!"
Because that's always how it works, right? You NEVER get jumped by a group of thugs just after digging up the treasure. Well, maybe that once. Or twice. Or every frickin' time you even go near a shovel shop. Games need new mechanics (and not in the "escort missions suck" sense, but in the "surprise! He's not really dead!" sense). Is anyone really surprised these days when a "capture this bloke" mission involves some sort of "unplanned" chase? Or when a boss appears to have run out of health, only to mutate into an even more deadly version of themselves?
So here's my question, what's been overused in your book, and what do we replace them with? (And yes, I know that's technically two questions.) Or, are there times when you have been genuinely surprised by a plot/level twist? (Psychonauts excepted!)
Because that's always how it works, right? You NEVER get jumped by a group of thugs just after digging up the treasure. Well, maybe that once. Or twice. Or every frickin' time you even go near a shovel shop. Games need new mechanics (and not in the "escort missions suck" sense, but in the "surprise! He's not really dead!" sense). Is anyone really surprised these days when a "capture this bloke" mission involves some sort of "unplanned" chase? Or when a boss appears to have run out of health, only to mutate into an even more deadly version of themselves?
So here's my question, what's been overused in your book, and what do we replace them with? (And yes, I know that's technically two questions.) Or, are there times when you have been genuinely surprised by a plot/level twist? (Psychonauts excepted!)