<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0"><channel><title><![CDATA[MRT's Design Handbook]]></title><description><![CDATA[Here I'll share my vision and insight of game design making analysis that will challenge your thoughts.]]></description><link>https://ruiztorresmatias.substack.com</link><image><url>https://substackcdn.com/image/fetch/$s_!IBbP!,w_256,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb61f5205-8465-47fd-8a0b-da58db2f3f2d_478x478.png</url><title>MRT&apos;s Design Handbook</title><link>https://ruiztorresmatias.substack.com</link></image><generator>Substack</generator><lastBuildDate>Wed, 19 Aug 2026 21:49:46 GMT</lastBuildDate><atom:link href="https://ruiztorresmatias.substack.com/feed" rel="self" type="application/rss+xml"/><copyright><![CDATA[Matías]]></copyright><language><![CDATA[en]]></language><webMaster><![CDATA[ruiztorresmatias@substack.com]]></webMaster><itunes:owner><itunes:email><![CDATA[ruiztorresmatias@substack.com]]></itunes:email><itunes:name><![CDATA[Matías Ruiz Torres]]></itunes:name></itunes:owner><itunes:author><![CDATA[Matías Ruiz Torres]]></itunes:author><googleplay:owner><![CDATA[ruiztorresmatias@substack.com]]></googleplay:owner><googleplay:email><![CDATA[ruiztorresmatias@substack.com]]></googleplay:email><googleplay:author><![CDATA[Matías Ruiz Torres]]></googleplay:author><itunes:block><![CDATA[Yes]]></itunes:block><item><title><![CDATA[MSX's Metal Gear as a Look into the Future]]></title><description><![CDATA[A look of how the design of the games changed... for better and for worse]]></description><link>https://ruiztorresmatias.substack.com/p/msxs-metal-gear-as-a-look-into-the</link><guid isPermaLink="false">https://ruiztorresmatias.substack.com/p/msxs-metal-gear-as-a-look-into-the</guid><dc:creator><![CDATA[Matías Ruiz Torres]]></dc:creator><pubDate>Wed, 27 Dec 2023 01:56:42 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/c97f7a23-e348-4317-af8d-a0d42dec7470_460x215.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<h1>Chapter 1</h1><h2>The Hand That Feeds</h2><p>In 36 years, since the release of Metal Gear for the MSX in 1987 and Metal Gear 2: Solid Snake in 1990, the game design philosophy changed a lot, <em>obviously</em>. We mastered it by iterating the products to find what we called <strong>The Flow</strong>, a state of mind where the player understands every system in the game and knows how to use and merge them to reach or complete a goal.</p><p>We also changed the design to fit our <strong>needs</strong>, both in terms of feeling and in terms of product goals. </p><p>We tend to forget, but we are making products to be <strong>bought</strong>.<br>And in <em>most</em> cases, to be enjoyed.</p><p>We can&#8217;t forget as designers to realize we are making games for <strong>others</strong>, not only for us to be enjoyed, <em>at least if we pretend to earn money out of it</em>. So the approach that we&#8217;ll take when creating a game must be very specific, to meet certain <strong>target expectations</strong> in every area of the game.</p><p>Meet what the user <strong>expects</strong>.</p><p>One of these expectations had the greatest impact in the design philosophy, and I will call it <strong>The Hand-holding</strong>.</p><p><em>And that&#8217;s where the problem lies</em>.</p><h2>I&#8217;ll Keep Coming</h2><p>A week after writing the first draft of this (<em>yes, this time I didn&#8217;t write a post in an hour and release it without looking back)</em>, the Metal Gear Solid Master Collection Vol. 1 was released. A great time to <strong>revisit</strong> them <em>I thought</em>, so I started with the MSX ones.</p><p>Almost 10 years ago I played Metal Gear (MG) and Metal Gear 2: Solid Snake (MG2) on the PlayStation 3, and I <strong>never</strong> re-played them again until now.</p><p><em>The impact that this revisit had was not planned at all.</em></p><h2>The Light That Kept Me Awake</h2><p>In today&#8217;s world a game like MG/MG2 would be <strong>crucified</strong> by players and the media.</p><p>I wasn&#8217;t alive in 1987, but I know for a fact that game developers didn&#8217;t have the same <strong>knowledge</strong> or <strong>experience</strong> that we have today. Everything was still very <strong>new</strong>, imagination was the limit&#8230; <em>with the ram and storage available, amongst other things</em>. Technology was ever-evolving. There was no <strong>road</strong>, so they were building it.</p><p>&#8230;</p><p><em>How do we entertain a Player?</em></p><p>That question is the <strong>most difficult</strong> to answer in game development, and at that time there were <strong>no rules</strong>. Experimentation was <strong>everything</strong>.<br>Designers chose, without knowing, a philosophy that today cannot exist without being labeled as <strong>lazy</strong> or <strong>bad</strong> design.<br>The philosophy of figuring it out (<em>mostly</em>) <strong>all by yourself</strong>.</p><p>&#8230;</p><p><em>Why it cannot exist without controversy? </em><br>Because <strong>The Hand-holding</strong> is the norm.</p><p><em>I know that I&#8217;m being far too dramatic and extremist here</em>, but I need to put it this way because <em>I believe</em> that we took from the players one of the biggest enjoyments that someone can ever have. <br>The <em><strong>eureka</strong> </em>moment, one that fills your brain with <strong>dopamine</strong> and <strong>serotonin</strong> for discovering something <em><strong>all by yourself</strong></em>.</p><p>We took that, but we added <strong>frustration-free</strong> experiences, so you can enjoy a game without ever worrying about <strong>failure</strong>.</p><p>But&#8230; <em><strong>At what cost</strong></em><strong>?</strong></p><h2>Someone Broke in&#8230; And Stole Your Curiosity</h2><p>There are games today that still challenge the minds of players, specially the ones in the <strong>Immersive Simulation</strong> space and in Puzzle, Horror/Terror genre. But the mainstream of games tends to <strong>treat</strong> players as someone that can&#8217;t resolve <strong>anything</strong> by themself. And in the last decade, we made players <strong>believe</strong> that they truly can&#8217;t.</p><p>&#8230;</p><p>In MG, there is a section filled with security cameras on both sides of a corridor, and you can&#8217;t pass through them. They are <strong>unsynchronized</strong>, so you could stand still between the movements of the one on the right for example, but yet, the camera from the left eventually will spot you.</p><p><em>How can you pass this?</em></p><p>It&#8217;s fairly simple, you need the famous <strong>cardboard box</strong> to hide in it and wait for the cameras to pass so you can move through the section of the level. </p><p><em><strong>Famous today, not in 1987</strong>.</em></p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!57QH!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!57QH!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 424w, https://substackcdn.com/image/fetch/$s_!57QH!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 848w, https://substackcdn.com/image/fetch/$s_!57QH!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 1272w, https://substackcdn.com/image/fetch/$s_!57QH!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!57QH!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png" width="1186" height="976" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:976,&quot;width&quot;:1186,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:950831,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/png&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" srcset="https://substackcdn.com/image/fetch/$s_!57QH!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 424w, https://substackcdn.com/image/fetch/$s_!57QH!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 848w, https://substackcdn.com/image/fetch/$s_!57QH!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 1272w, https://substackcdn.com/image/fetch/$s_!57QH!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5a5a054b-e3a4-4d38-bcea-c9ef97ce9743_1186x976.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a><figcaption class="image-caption">The corridor with the cameras in Building 1, Floor 1, and Snake using the cardboard box on the left.</figcaption></figure></div><p><em>How did they pass it without a guide, Twitter, YouTube or a forum?</em></p><p>&#8230;</p><p>In MG2 there are a lot of complex mechanics, but for the sake of simplicity, I&#8217;ll talk about one that I think you can completely ignore until a section of the game where you need to jump from a high place with a hand glider to reach another section, and the only &#8220;<em><strong>help</strong></em>&#8221; that you have is an item description.</p><p><em>If you got your hands on that item, and read it, that&#8217;s for sure&#8230;</em></p><p>Let&#8217;s pretend that you <strong>didn&#8217;t</strong> have this information.</p><p>To jump from the high place, you are told by Codec (The radio from the series) that you can <strong>only</strong> do it if the wind faces the north. So you need to know as a player <strong>how</strong> the wind is at the time you&#8217;ll make the jump&#8230;</p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!zi0f!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!zi0f!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 424w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 848w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 1272w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!zi0f!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png" width="1188" height="1010" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/b26c827f-085b-452a-bda7-4094111784f5_1188x1010.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:1010,&quot;width&quot;:1188,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:673634,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/png&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" srcset="https://substackcdn.com/image/fetch/$s_!zi0f!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 424w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 848w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 1272w, https://substackcdn.com/image/fetch/$s_!zi0f!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb26c827f-085b-452a-bda7-4094111784f5_1188x1010.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a><figcaption class="image-caption">You are told by Holly White that this is the place where you can jump with the glider.</figcaption></figure></div><p><em>How on earth in an 8-bit game will I figure the wind direction if I can&#8217;t see it?</em></p><p>Well, you need a gas grenade, and see the direction of the smoke.</p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!S0y1!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!S0y1!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 424w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 848w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 1272w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!S0y1!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png" width="1206" height="989" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:989,&quot;width&quot;:1206,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:565494,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/png&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" srcset="https://substackcdn.com/image/fetch/$s_!S0y1!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 424w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 848w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 1272w, https://substackcdn.com/image/fetch/$s_!S0y1!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F88b4354b-c17e-4d15-80d1-ce0f5dbaf4d5_1206x989.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a><figcaption class="image-caption">&#8220;Do not use downwind of target&#8221;. That&#8217;s an <strong>implication</strong> that the wind affects the gas released by the grenade.</figcaption></figure></div><p><em>How would I figure it out?</em></p><p>&#8230;</p><p>I asked friends, colleagues and looked over the internet to know that this part is very <strong>problematic</strong>, and even some of them went as far as telling me that it was <em><strong>impossible</strong></em>.<br>But wait&#8230; If it is impossible, how did they finish the game in the 90&#8217;s?</p><p>Leaving that <em><strong>cheeky</strong></em> question behind, I truly believe based on the facts that I have, today&#8217;s gamers <strong>can&#8217;t beat</strong> a game like MG2 without a guide or whatever source of information they prefer. They&#8217;ll get frustrated, annoyed, even calling the game <em><strong>bad</strong></em>. They don&#8217;t have time for this &#8220;<em>puzzle</em>&#8221;.</p><p>&#8230;</p><p>The world has killed <em><strong>curiosity</strong></em> in favor of having everything directly into your hands whenever you want without any effort.</p><p></p><div><hr></div><h1>Chapter 2</h1><h2>Failure, Frustration and Perfection</h2><p>In today&#8217;s world, <em>at least for a vast majority</em>, is to live with the use of social media, but not as a <strong>tool</strong> or a way of <strong>communication</strong>, but rather as an <em><strong>addiction</strong></em>.<br>One that controls the life of the people, where they can&#8217;t live without it. <em>We are too deep in the hole.</em></p><p>&#8212;</p><p><code>[Nonsense, you are being far too extremist here]</code></p><p><em>Let me ask you something.<br>How many times a week do you eat without YouTube, Twitter, Instagram or Tik Tok?</em></p><p><code>[&#8230;]</code></p><p><em>When you go to bed at night, do you check these apps, and keep scrolling down and down and down?</em></p><p><code>[&#8230;]</code></p><p><em>Do you use them pretty much all day, especially to <strong>kill time</strong>?</em></p><p><code>[&#8230;]</code></p><p><em><strong>Why do you use them all the time?</strong></em></p><p><code>[&#8230;]</code></p><p>&#8212;</p><p>No one&#8217;s being <strong>judged</strong> here, <em>I&#8217;m <strong>no one</strong> to do that, and I won&#8217;t</em>. <br>Don&#8217;t read this as a judgment, but rather as one of the connections to the problems I want to highlight here.</p><p>Most people use social media all the time, and what do they see there or share to the world?</p><p>&#8230;</p><p>As humans, we tend to look for <strong>acceptance</strong>, to show others how <em><strong>cool</strong> </em>we are, our achievements, or whatever we want, being <strong>nothing</strong> also a valid response. <br>It depends, we are not programmed the same.<br>This doesn&#8217;t sound bad, it <em>shouldn&#8217;t be bad</em>.</p><p>But what happens when your only <strong>input</strong> to your mind is the best <strong>versions</strong> of others, where everything is <em><strong>perfect</strong></em>?</p><p>&#8212;</p><p><code>[Wait, you are telling me that I can&#8217;t post or talk about my life because&#8230;?]</code></p><p><em>No, I&#8217;m not saying that. Please, Keep reading.</em></p><p>&#8212;</p><p>When your mind <em><strong>only knows</strong></em> perfection, you will try to find it, only to realize that life is <strong>different</strong>. In some cases you might <strong>achieve</strong> it, in others maybe <em><strong>never</strong></em>. And that&#8217;s ok, or it should be.</p><p><em>And that leads to <strong>failure</strong>.</em></p><h2>Scared of the Unknown</h2><p>People are scared of failure. <em>How could they not, right?</em></p><p>Everything that you see in social media is the best <strong>final version</strong> of that <em><strong>product</strong></em>. You are consuming it, and someone generates income by your consumption, so <em>it&#8217;s a product</em>.</p><p>This product changes the way you <strong>need things</strong>, and you experience it. You don&#8217;t want to fail, what is that? and why me? No one fails&#8230;</p><p><em>Why me?</em></p><p>This can be translated to all the faces of our life, including a game, the <em><strong>topic</strong></em> of this post.</p><p>We can&#8217;t fail at a game, or feel frustrated by it. Our curiosity must be met right now. We want to continue, but we don&#8217;t want to fail. Failure is bad because others don&#8217;t fail. <br>We need <strong>The Hand-Holding</strong> philosophy.</p><p>&#8230;</p><p><em>Do you see <strong>it</strong>? Let me show you one more time.</em></p><p><strong>&#8220;We can&#8217;t fail at &lt;</strong><em><strong>noun&gt;</strong></em><strong>, or feel frustrated by it&#8230;&#8221;</strong></p><p>&#8230;</p><p>By this, today&#8217;s developers <strong>can&#8217;t take</strong> these decisions mentioned above, because we will <strong>alienate</strong> players. We can&#8217;t ask the majority of them to think as hard as possible, because they are not accustomed to it anymore, and they want to have a good time, and that&#8217;s not bad at all.</p><p><em>right?</em></p><p>&#8230;</p><p>&#8212;</p><h3>Incident #1</h3><p>A few months ago on Twitter everyone talked about the &#8220;yellow paint incident&#8221; (<em>as I like to call it</em>) in the DLC <strong>Separate Ways</strong> for Resident Evil 4. If you don&#180;t know, the problem was that the <strong>environmental objects</strong> of interaction were <strong>highlighted</strong> with a yellow paint, and in this case was a ladder.<br>All of twitter was making a <strong>mockery</strong> of it, saying &#8220;<em>why they do it</em>&#8221; if they ruined the experience and the reality they were creating.</p><p><a href="https://twitter.com/feydemon/status/1708903903025123641">Here you can see one of the Tweets</a></p><p><em>I assure you that the yellow paint was added because in playtesting of the game, the players were missing it and they didn&#8217;t know how to proceed, and we don&#8217;t want people saying that this game is too hard or it&#8217;s bad and you drop it because you didn&#8217;t know what to do, <strong>right</strong>?</em></p><p>Following this discussion, a famous clip of a player not knowing what to do in a QTE (Quick Time Event) in Marvel&#8217;s Spider-Man 2 appeared.</p><p><a href="https://twitter.com/kirawontmiss/status/1716522344569598071">Here's the clip from Twitter</a></p><p><em>I think you&#8217;ll get the point after seeing it.</em></p><h3>Incident #2</h3><p>God of War Ragnar&#246;k was having an incident when it came out, and this one falls directly into the category of <strong>The Hand-holding</strong> philosophy in a literal way.<br>In all games in the franchise, puzzles are very important for the flow of the game, connecting various levels and rewarding the player not only for being good at smashing buttons. But in the latest installment they <strong>applied</strong> feedback from the first part of the new saga (God of War 2018). The feedback was in the puzzles. They were &#8220;<em><strong>too hard</strong></em>&#8221; to some users, they didn&#8217;t know what to do.<br>The result was that they give constant hints to players about what to do in every single puzzle, creating no puzzles at all, <em>and an Atreus that won&#8217;t shut up</em>.</p><p><em>A rare example of going too far with the Hand-holding philosophy, but that&#8217;s what players want, right?</em></p><p><a href="https://www.gamesradar.com/one-of-god-of-war-ragnaroks-most-annoying-features-was-a-total-oversight/">You can read more here</a></p><p>&#8212;</p><p>Games like MG and MG2, in that time, wanted to last as long as possible, <strong>Bang for the Buck</strong>, so the difficulty was elevated in every way. <br><em>They didn&#8217;t have season passes or any of that stuff&#8230; oh sorry, that&#8217;s for another post.</em></p><p>Developers didn&#8217;t think their users wouldn&#8217;t get past some parts of the games, or that they wouldn&#8217;t understand it. If they did it and they designed it, how would they not resolve it? People are clever, they didn&#8217;t treat users as <em>unintelligent.</em></p><p>Time wasn&#8217;t a problem, but now it is. No one has time, there is too much to do, too much to see, too much to play, too much to argue.</p><p><em><strong>Too much</strong>.</em></p><p>And most importantly.</p><p><em><strong>We need everything now.</strong></em></p><h2>False Expectations Create False Realities</h2><p>This chapter wasn&#8217;t about Metal Gear. It was about how this world has changed our brains, for better or for worse, and the design of <em><strong>everything</strong> </em>(<em>a word that I abused in its use</em>) is compromised by this. <em>Or I should say</em>, made <strong>exactly</strong> to work like this.</p><p><em>Are we less clever than before?</em></p><p><em>Is it better to not know the answer?</em></p><p><em>Why should I care if I&#8217;m happy?</em></p><p>The response doesn&#8217;t change the fact that we can do <em><strong>absolutely</strong></em> nothing about it. But eventually, this pattern will break. Not because we will <strong>evolve</strong>, no.</p><p> <em>I don&#180;t think so</em>.</p><p>But because something else will have our attention.</p><p>The future will be made out of today&#8217;s kids that only know how to make <em><strong>what they consume</strong></em>, and they want to do it because <em><strong>they enjoy it</strong></em>. We will see what the future of the generation raised on those pillars make.</p><p>For us, people +20 years old, we can only <strong>awake</strong>.</p><p><em>Nobody&#8217;s stopping us, except leaving the comfort zone&#8230;</em></p><p><em>Are <strong>we</strong> ready for that?</em></p><p><em><strong>Do we want that?</strong></em></p><p></p><div><hr></div><h1>Chapter 3</h1><h2>Recoiled</h2><p><code>[So, is The Hand-holding philosophy good or bad?]</code></p><p><em>I won&#8217;t make an argument of how you should enjoy things, no. I&#8217;m just telling what was left behind, in most cases, to make frustration-free experiences. Not all of them, but the vast majority. </em></p><p><em><strong>Curiosity-free </strong>users.</em></p><p><em>This will be a problem, one that will make the game industry (in the Triple A scene), at some point, reach a reboot state. Games nowadays need different tactics to maintain people&#8217;s interest in a tsunami of offerings. It&#8217;s a warfare where the target is your attention. People will get tired of it&#8230;</em></p><p><em>What will replace this?</em></p><p>&#8230;</p><p><em>Or will we break the circle where <strong>we</strong> are the products?</em></p><p></p><div><hr></div><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://ruiztorresmatias.substack.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Thanks for reading my post! Subscribe for free to receive new posts.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><div><hr></div><h4>MRT&#8217;s Seal of Approval #1</h4><p>Game: <a href="https://store.steampowered.com/app/2202470/No_Sun_To_Worship/">No Sun To Worship</a> by Antonio Freyre</p><p>Movie: Mandy by Panos Cosmatos</p><p>Album: <a href="https://open.spotify.com/intl-es/album/6yMmUKkAfVoHJT71ZpoBi5?si=EPiQVzt6RcCHN415l3Z_aA">Fatalism</a> by Polaris</p>]]></content:encoded></item><item><title><![CDATA[Death Stranding as a Tool to Change the World]]></title><description><![CDATA[Revisiting the game almost 4 years later]]></description><link>https://ruiztorresmatias.substack.com/p/death-stranding-as-a-tool</link><guid isPermaLink="false">https://ruiztorresmatias.substack.com/p/death-stranding-as-a-tool</guid><dc:creator><![CDATA[Matías Ruiz Torres]]></dc:creator><pubDate>Thu, 14 Sep 2023 04:08:42 GMT</pubDate><enclosure url="https://substack-post-media.s3.amazonaws.com/public/images/5363f847-bddd-4380-bdd0-9b7b97c0a4b9_1920x1080.jpeg" length="0" type="image/jpeg"/><content:encoded><![CDATA[<h1>Chapter One</h1><h2>Taking a Look at the Downward Spiral</h2><p>Death Stranding&#8217;s main message was everywhere&#8230; <em>connect</em>. Almost <em>too much</em> in your face. Everything in the game is linked together and has more than one meaning, like the name of the main character, Sam <strong>Bridges</strong>.</p><p>In the game, the premise is that you need to reconnect America&#8230; and you will use a lots of <em><strong>bridges</strong> </em>(and many other things), made by you and other players, a tiny example of everything that is in the game.</p><p>This is all well known by now, after almost 4 years of its initial release on the PlayStation 4. People played this game out of <strong>curiosity</strong>, or because they were long-time Kojima fans. But the thing that always pops up when you talk about this game is the concept of &#8220;<em>walking simulator</em>&#8221;, &#8220;<em>delivery boy</em>&#8221;, or the things that are unique to Kojima-made games. But not so much about the concept that is in <strong>your face</strong>, but easily <strong>missable</strong> in my opinion.</p><p>I think of Death Stranding as a <em>Downward Spiral</em>, not only because they share &#8220;DS&#8221;, but because they work kinda the same. You see the spiral going <strong>down</strong> very clearly, you see Death Stranding <strong>message</strong>, but you don&#8217;t see the <strong>bottom</strong> of the spiral, where it ends.</p><p>Neither in Death Stranding.</p><h2>Walking Towards the Bottom</h2><p><em>Connect.</em></p><p>That <strong>word</strong> has a lot of meaning inside, and outside of Death Stranding.<br>In the game, our main goal is to reconnect America, and to do so you need to connect with the people that is <strong>alive</strong> in this &#8220;<em><strong>fictional</strong></em>&#8221; universe. The world is broken, everyone splitted, all <strong>alone</strong>.</p><p>Connect with the people, with the &#8220;<em><strong>living</strong></em>&#8221; people that&#8217;s left in the world. <br><em>I will talk about this concept later</em>.</p><p>If we look at today&#8217;s world, it&#8217;s not very <strong>difficult</strong> to see why this has a lot of meaning on the outside.<br>My interpretation of the message was very clear from day one, but mutated in my head years later, where I lived personal experiences that made this game resonate with me even more.</p><p>I tried to look into the <strong>bottom</strong> of the spiral to see what else lies <strong>behind</strong> the shadows.<br>What I found was that this game is indeed a <strong>tool</strong>.</p><div><hr></div><h1>Chapter Two</h1><h2>Staring at Shadows</h2><p>It&#8217;s very interesting how the word &#8220;<em><strong>Connect</strong></em>&#8221; is as important as &#8220;<em><strong>Disconnect</strong></em>&#8221;.</p><p>In the game, you need to connect with living people, but disconnect with the ones that died and are &#8220;<em><strong>stranded</strong></em>&#8221; in the world. <br><strong>Ghosts</strong>.<br>This is very important, and I took it like a <strong>metaphor</strong>.</p><p><strong>Connect</strong> with the &#8220;<em><strong>living</strong></em>&#8221; people, but <strong>disconnect</strong> with those who are &#8220;<em><strong>dead</strong></em>&#8221;.</p><p>We can interpolate that into our normal life today, where we are spending too much time on <strong>social media</strong>, maybe looking at someone&#8217;s life to celebrate it, maybe hating on something or someone without <strong>knowing</strong> each other, all of this <strong>behind</strong> our phones. <br>We hide ourselves with &#8220;<em><strong>avatars</strong></em>&#8221;, for good or for bad, and everything <strong>bad</strong> that we say has no real consequence&#8230; at least for the one doing the bad talk. The other person behind does not exist in our <strong>brains</strong>. The only thing that exist is a response to whatever we say and an impulse to be always <strong>right</strong>.</p><p>We are living in an era were we are <strong>saturated</strong> with communication, where everyone fights for your attention, but we are lonelier that ever behind our devices. We can &#8220;<em><strong>connect</strong></em>&#8221; digitally so easily today with everyone, even with the people that we don&#180;t want.</p><p>We are completely <strong>disconnected</strong>, more than ever, from <strong>reality</strong>.</p><div><hr></div><h1>Chapter Three</h1><h2>Looking at the Carvings on the Wall</h2><p>The design of the game is very interesting, focusing on doing actions that are not so seen in the &#8220;<em><strong>action</strong></em>&#8221; genere.<br>If you <strong>kill</strong> someone, it will destroy a part of the map for the <strong>entirety</strong> of the playthrough. But the game gives you a lot of tools to defend yourself, and even &#8220;<em><strong>connect</strong></em>&#8221; with others in <strong>non deadly</strong> ways.</p><p>Connect with your <em>blood</em>, connect with the <em>rope</em>&#8230; <em><strong>Connect</strong></em>.<br><br>Even the <strong>social mechanics</strong> are <em><strong>key</strong> </em>in the <em>game loop</em> so you can work with other players around the world to <strong>reconnect</strong> America and save what&#8217;s left from the event that destroyed it all.</p><p><strong>Connection</strong> is very important in the conception of the game, and &#8220;<em><strong>one</strong></em>&#8221; of the greater messages that it has. <br>Most of the games are made with a <strong>message</strong> in mind, with something that the people <strong>involved</strong> in it wants to tell the <strong>world</strong>, to make it a better place. And I think that Death Stranding is tackling one of the biggest problems in moderns society with its story, its mechanics, its game loops, even the music.<br>Everything is connected in a way where the &#8220;<em>game</em>&#8221; takes a second place in the overall <strong>experience</strong>. And in the first place is the <strong>message</strong>, the connection that the world seems to <strong>have lost</strong> when trying to have much of it.</p><p><strong>Connect</strong> is only <strong>one</strong> of the messages, the spiral is <em><strong>greater</strong> </em>and <em><strong>deeper</strong></em>. <br><em>I might write about them in the future&#8230;</em></p><div><hr></div><h1>Chapter Four</h1><h2>Not Even Close</h2><p>When I look at Death Stranding now, I don&#8217;t see the <em><strong>game</strong> </em>I played in 2019. <br>I see people <strong>screaming</strong>, begging us to not make the things worse, to learn from the past, to move forward, united.<br>Also, I see a <em><strong>tool</strong> </em>specifically designed to change minds, to change the world in many ways, reaching what every piece of media should achieve.</p><p><em>And yet, when we talk about this game we tend to disconnect&#8230;</em></p>]]></content:encoded></item></channel></rss>