Paper written for the 2023 American Society for Aesthetics Rocky Mountain Division Meeting.
Following C. Thi Nguyen, games can be understood as a form of artistic expression in which aesthetic effects are produced through player agency.1 Game designers constrain player agency by imposing structured mechanical rulesets and parameters that enable and reward certain kinds of action while discouraging and disallowing others. In modern action-adventure video games, two major approaches to overall game design have emerged: linear and open-world. In what follows I explore some problems that such open-world design presents for achieving a traditional feature of action-adventure games, namely a consistent difficulty curve. Through an analysis of several recent major video game releases, I argue that much modern open-world design tends to undermine the possibility of satisfying play mechanic progression over the course of the game, leading either to flat difficulty curves or to erratic difficulty spikes. Moreover, I suggest that the open-ended exploratory mode valorized in such design presupposes a merely negative concept of agential autonomy.
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