Muy buenas, hemos llegado a la mitad de la semana y espero que a todos os esté yendo bien y pues si no es así (no todas las semans pueden ser buenas), os mando una magdalena y un abrazo virtual. 🍰🤗
Como ya es tradicional los días miércoles, me gustaría debatir un poco sobre un tema del que se habla mucho en el mundillo de los videojuegos: el debate entre la historia y la jugabilidad.
Hay jugadores que le dan muchísima importancia a la historia: un juego con una buena narrativa los engancha y enamora, logrando que se sumerjan y pasen horas jugando sin darse cuenta. El juego puede que tenga gráficos mediocres, pero eso no les importa.
Por otro lado, tenemos a aquellos cuyo requisito al comprar un juego es que tenga una excelente jugabilidad. ¿La historia? Poco les importa. Mucha acción, buena interacción con otros jugadores o NPCs y constantes desafíos es lo que los llena.
Naturalmente, los grandes juegos tienen una excelente historia y jugabilidad por igual, pero si ese no fuera el caso, ¿qué elegirías?
Entonces, ¿Qué es más importante en un juego, la historia o la jugabilidad?
Debe haber un equilibrio, ya que si no hay una buena historia incluso el juego mas divertido puede acabar acabar desmotivándote si no hay algo detrás que lo sostenga todo. Y un juego solo de historia con mala jugabilidad a menos que fuera la intención (uno narrativo por ejemplo o enfocado a mucha facilidad), puede acabar por lo mismo aburrirte por sentir que solo es una historia guiada con pasos poco gratificantes y repetitivos.
Puedes por ejemplo ver juegos como los Fallout, de las mejores historias y que por lo tanto se le perdona tal vez una jugabilidad bastante tosca. O The Elder Scroll que es tal vez el juego con mas historia, posiblemente mas que WoW incluso, pero que también su jugabilidad puede no ser del todo adecuada ni para los que le gustan solo raton ni para los que le gusta solo mando XD. Porque en la jugabilidad, tambien va de gustos, y en la historia también, habrá gente que demasiada historia lastrarían un juego... por ejemplo Doom Eternal, tiene MUCHISIMO trasfondo y texto, pero totalmente opcional, la historia es bastante bueno y da incluso para series o buenas películas, pero todo queda en segundo plano siendo casi innecesario cuando solo queremos destrozar todo.
Al final uno debe sustentar al otro, y si no lo hace al mínimo fallo ya empezara a decaer y desmotivarte e seguir jugándolo.
Clones de Mario han salido miles a lo largo del tiempo, incluso con misma jugabilidad que los originales o incluso mas modernos, pero sin su historia y trasfondo propio, nos quedaríamos en lo que podemos llamar un juego genérico mas. Incluso pasa en los shooters cuando no tienen personalidad alguna.
Hay dias que quiero un juego narrativo como Darkside Detective o Welcome To Elk, tal vez The Quarry, donde la jugabilidad es casi nula mas alla de arrastrar, combinar, encontrar algo o quick time events, y otros que quiero un juego que se pura jugabilidad como un Doom, Fall Guys, Among Us... donde lo importante es la jugabilidad y la historia no es mas que para darle muchas veces personalidad al conjunto.
Eso si, los juegos narrativos normalmente son para jugarlos una sola vez... aunque otros puedan tener el nivel de profundad antes comentados de la saga de The Elder Scroll o Fallout... o una inmersión como la de Cyberpunk donde es su mayor atractivo mientras en la saga Far Cry 6 sea su jugabilidad.
Y luego tenemos obras maestras como Age Of Empires IV, Starcraft 2 y Total War Warhammer, juegos de estrategia, donde tanto su jugabilidad como su historia son supremas.
Aun así, si queréis jugabilidad y poca historia, probad os animo a jugar conmigo a Overcooked, Human Fall Flat, Worms..., historia?, nah, pero grata jugabilidad.
Ejemplo reciente... Saint Row recién estrenado, no lo voy a comprar de salida, pero su jugabilidad y hacer el loco seguro que es lo mejor del juego aunque tenga su historia, pero lo que te dará mas diversión es hacer el loco por ahi XD. Y Stray, la jugabilidad era casi anecdótica con saltos prácticamente automatizados y un juego pasillero y de exploración mas simple, pero con una historia detrás bastante interesante... pero su inmersión, perspectiva, eran únicas.
Cada juego tiene su momento, y de todos se puede disfrutar igual.
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Y recordar, son juegos, si le sumamos el factor multijugador, el limite es vuestra imaginación, he roleado en juegos mas simples aportando mucha mas profundidad y diversión ( historia de los personajes y por lo que hacíamos x acciones y tal), he creado reglas jugables en juegos que no lo tenían contemplado (típico no vale saltar, solo franco o solo melee). Muchas veces podéis aportarles ese sabor extra a cada juego con amigos :).
Qué queda por decir después de esa respuesta tan completa de @Blackgem?
Lo ideal es un equilibrio, las 2 cosas se complementan. Yo prefiero la historia, pero con reservas. Cuando jugué Twelve Minutes, la historia me encantó, me atrapó al instante, pero la jugabilidad me pareció nefasta y más de 1 vez casi lo dejo de la frustración que me producía, de hecho, ni he explorado mucho el juego, quería acabarlo y ya está.
Y los de jugabilidad pura y dura, como Fall Guys, para mí, solo son entretenidos en grupo, jugando con muchos amigos. No los juego sola, porque me aburro.
Si hay que elegir uno de los dos, yo voy con jugabilidad. Tiene razón @Blackgem en que juegos como clones de Mario pierden mucho sin tener la historia y el setting de Mario, sin embargo yo al final priorizo que el juego tenga suficiente interés en cuanto a la jugabilidad. De hecho, no es raro que en juegos largos acabe saltando cutscenes o diálogos enteros por "pereza" a prestar mucha atención.
No me da palo jugar a juegos en los que se sacrifica el hilo argumental, ya sea porque directamente no tiene o porque es muy pobre. Al final cuando entro a jugar, si bien cuenta la experiencia entera, a mí me pica más el gusanillo del reto de jugar que el de la historia. Evidentemente no es lo mismo, pero cuando doy prioridad a la historia me es más entretenido ver una serie o una película a jugar a un juego que tenga buena historia. No quiero decir que sea prescindible ni que antes que jugar a un juego con buena historia vaya a elegir ver TV, pero con eso en cierta medida motivo que le doy más valor a la jugabilidad. No tiendo a soportar juegos de buena historia con una jugabilidad no buena.
Como bien dice @j7schultz, poco queda por decir después del comentario de @Blackgem. Dependiendo del juego, a mí a veces me pasa como a @rickitiyo: me terminio saltando diálogos enteros porque son muy enrevesados.
Quizás en los juegos en los que más me gusta que haya una buena historia, es en los de terror psicológico/misterio. Una buena narrativa hace toda la diferencia y necesitas conocer cada detalle para poder avanzar, como pasa en alguno de los Silent Hill.
En conclusión, me parece que debe haber un balance, pero en algunos géneros, uno importa más que el otro y viceversa
@j7schultz ¿no te dio como repeluz 12 minutos? Yo ni me atreví a jugarlo
@LilySensei (Paty) - ¿En qué sentido? Es suspense puro y duro y mientras más descubres, más quieres descubrir, al menos en mi caso. Bueno, diría que el final es muy turbio, enfermo incluso, pero al menos es original. Lo que me mataba era la jugabilidad horrible, me frustraba muy a menudo.
Pero es que fallos en la jugabilidad pasan en muchos juegos, AC Valhalla (un juegazo), por ejemplo, la jugabilidad de escalar/saltar es nefasta, es mucho mejor en Origins (que ya tiene unos añitos), lo mismo con la visión del pájaro, en Origins puedes descubrirlo todo por medio de Senu, ya Synin no te da la localización de pasajes secretos, enemigos, etc. 🤷♀️
@LilySensei (Paty) - ¿En qué sentido? Es suspense puro y duro y mientras más descubres, más quieres descubrir, al menos en mi caso. Bueno, diría que el final es muy turbio, enfermo incluso, pero al menos es original. Lo que me mataba era la jugabilidad horrible, me frustraba muy a menudo.
Pero es que fallos en la jugabilidad pasan en muchos juegos, AC Valhalla (un juegazo), por ejemplo, la jugabilidad de escalar/saltar es nefasta, es mucho mejor en Origins (que ya tiene unos añitos), lo mismo con la visión del pájaro, en Origins puedes descubrirlo todo por medio de Senu, ya Synin no te da la localización de pasajes secretos, enemigos, etc. 🤷♀️
Si no recuerdo mal en los últimos Assasins Creed hay diferentes niveles de dificultad para exploración, el cual hace que se te puedan marcar o no distintas cosas en el mapa mas fácilmente ya que separa la de combate, exploración y sigilo. Y me parece estupendo que mas juegos permitan cosas así ya que puedes querer mas dificultad en alguna parte de los juegos pero facilitar otras que parezcan muy artificiales o frustrantes.
@j7schultz creo que yo no tengo problema con los juegos de terror con zombies o fantasmas, quizás porque no creo que nada de eso exista. Los temas que tocan en 12 minutes, tal y como mencionas, son turbios y si pasan en la vida real, entonces por eso no lo jugué 😅
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