I finished The World Ends With You (TWEWY) last Friday. The game was an enjoyable romp. The story didn’t make a lot of sense and the character (and costume) design was atrocious but the gameplay was solid and more important scalable. Why is scalable bolded like that? Because it is the single greatest thing it has going for it and the single greatest thing I wish started showing up in more games!
TWEWY doesn’t punish a player for not learning the minutiae of its various game play mechanics. It doesn’t penalize you for not being able to sink in the hours and hours to master controlling characters on two screens simultaneously, or learning the intricacies of its mini games (like tin pin slammer and fashions.) TWEWY is only as difficult as you want it to be. You can set the difficulty level at any time, you can set how your secondary characters works at any time and you can safely ignore all the mini-games, sub-plots, and interesting game design elements if you want, and still see the ending of the game.
Why is this so important? Well, I’m not six or sixteen anymore. I have a fucking life now and I no longer have the luxury of six or seven spare hours in a day to immerse myself in my favorite pastime. If I did I’m sure I could master all the nuances of tin pin slammer, or figure out just what types of experience go into making my pins evolve. Seven-year-old-me loved that shit and ate it up. Seven-year-old-me had the free time to memorize enemy stats and talk endlessly about the differences in the magic systems in various JRPG gaming franchises and how that compared with said systems in western game franchises (oh, the misspent hours of my youth…) I do not.
I don’t want to hear anyone down in the comments say something like “Maybe you just suck at gaming,” or “If you can’t commit to a game don’t play it.” The answer to my lack of time isn’t to give up my most cherished pastime. And you should slam your head against a wall for thinking I, or anyone else, should. The average age of a gamer today is 34. In general 34 year-olds have full-time jobs, family commitments, social commitments, community commitments, etc. What they don’t have is a lot of free time to sink into games that demand they ‘master’ them in order to enjoy them.
I just wish more designers did things like this. The difficulty in video games has been declining for years, but as implemented in TWEWY it allows the player to decide, on the fly, how difficult they want things to be. So, when the player is looking for something more challenging or has the time to sink into it they are rewarded for it. At the same time I can play and enjoy the game as well.
Here is a case where gamers can have their cake and eat it too. So why aren’t designers catching on?