Batman: Arkham City is an interesting contrast to the last two games we’ve talked about:
1) Mass Effect: Details / worldbuilding firstAt least in the first game. The fact that this focus changed is one of the things that makes the series so controversial and fascinating..
2) Final Fantasy X: Characters / emotions first.
3) Batman: Arkham City: Gameplay first.
I don’t want to be overly reductive here. I’m not implying that the Mass Effect teams didn’t care about gameplay, or that the story in Arkham City wasn’t important to anyoneAt least, I HOPE someone cares about the story, since I’m going to spend several entries on it.. But there is a clear mechanical focus about Batman. To me it looks like Mass Effect (especially the first one) was written like this:
“I’ve come up with this world and I want to tell a story about it. What gameplay would work best?”
While Arkham was written more like:
“I want to make a Batman game about brawling, stealth, and puzzle solving. What story would work best for that?”
The Arkham games are designed with a particular rhythm of changing gameplay modes in mind, and a story is stretched to fit over this framework. If that means adding in the occasional supervillain boss fight with no relevance to the main story, then so be it. Both are completely valid ways of designing a game, but they produce different experiences with different challenges for the developer to overcome and different problems for us to nitpick.
Continue reading 〉〉 “Arkham City Part 1: Gameplay First”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.