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Marshmallow Test
I really wish game developers would just let us eat the damn marshmallows already.
If you have never heard of the test before:
The Stanford marshmallow experiment was a series of studies on delayed gratification in the late 1960s and early 1970s led by psychologist Walter Mischel, then a professor at Stanford University.[1] In these studies, a child was offered a choice between one small reward provided immediately or two small rewards if they waited for a short period, approximately 15 minutes, during which the tester left the room and then returned. (Wiki)
I have been playing Prey lately, and noticed it does something similar. Over the course of gameplay, you accumulate a number of Neuromods, which are essentially skill points. At the beginning, you can only assign these points in “traditional” skills, such as hacking, increased weapon damage, more inventory space, and so on. A few more hours of gameplay later, you will be able to invest points in “alien” skills, like Kinetic Blast, short-term mind control, flame traps, etc. The game warns you though, that if you start gaining alien skills, the security system (e.g. turrets) in the space station will start registering you as an alien. It might also affect which ending you receive, although I have resisted looking at spoilers for that.
That is basically the marshmallow test. You can either be rewarded with fun new toys now… or you can abstain and be “rewarded” with a better ending later.
Prey is nowhere near the worst offender here. I have also been playing through the DLC of Dishonored off and on, and it’s a thousand times worse. In Dishonored, killing people (instead of knocking them out) increases the “chaos” of the city, which not only leads to a bad ending, it also makes the game harder by spawning swarms of rats that attack you on sight (and are immune to typical assassination skills). Which would be somewhat fine, if it were not for the fact that damn near 95% of the abilities and skills you unlock through gameplay revolve around killing people.
Life is full of delayed gratification. Most of us spend ~40 hours a week doing something we’d prefer not doing, in order to receive money weeks from now to finance the things we actually do want to do. Delaying our already-delayed gratification is some Inception-style nonsense.
Now, I do not necessarily have an issue with the best endings being difficult to achieve, or the existence of Achievements, or even just choice in general. What I have an issue with is a game that gives you a carrot and then beats you with a stick for eating it. The original Deus Ex made you choose between invisibility to humans and invisibility to robots. That’s a good choice! Note how the designers didn’t give you access to invisibility and then tell you there would be dire consequences to using it. That would be dumb.
Do not make your players choose between Fun and No Fun. Because some of them are dumb enough to choose No Fun, even when they hate marshmallows. Save us from ourselves.
Impression: Prey
Perhaps the most interesting thing about Prey is how much of its cleverness is wasted on me.

There’s a Mimic in here.
I knew from prior reporting that this game was different than standard games. I had heard of tales of fancy solutions to seemingly impossible situations. That “cheesing” encounters might even be necessary to survive. What I had not considered though, is how tunnel-visioned I had become on rote, formulaic solutions to cliched problems such that I had not even considered the possibility of trying something else.
The very first weapon you pick up is a wrench, which is about as tropy as you get. Then you get the GLOO gun. This is a weapon that deals no damage, but spits out expanding foam balls that can immobilize enemies, put out fires, seal flaming pipes, temporarily block arcing electrical panels, and become climbable platforms when it dries. The silenced pistol comes an hour or two later, and by then you will have encountered quite a few of the stronger enemy types with just a wrench and GLOO gun. The designers were very clearly trying to educate the player on all the myriad solutions to the problems they want you to solve.
Trouble is, I’ve been “trained” too well over the years.
It’s only well after the fact that I realize a better solution existed. For example, I walked into a room, and saw the windows sealed with GLOO foam. A note on the counter read “I sealed two Mimics in there, but there are casualties, so as many as eight.” I wrenched the foam out of the way, and used a combination of Wrench, Silenced Pistol, bullet-time, and panic to kill the half-dozen or so Mimics that popped out of the window.

As it turns out, no Mimic in here.
After searching the now enemy-less room, I realized a few things. First, there was a broken turret in the hallway before this room. I could have repaired it, then set up the turret to cover the window. Second, there was a flammable oxygen pipe that run just under the window – which could have been shot to spray a jet of flame across the opening, catching the Mimics on fire. Third, I have Recycler Grenades, and could have just blown them all up. Instead, I chose the dumbest, most caveman solution possible and wasn’t overly punished for it.
Speaking of Recycler Grenades, these are items that basically convert everything within a certain radius into blocks of materials. And I do mean everything, furniture and enemies included. You can spend a lot of Neuromods (e.g. skill points) unlocking the ability to to lift ever-heavier items out of the way – and there are quite a few early rooms barricaded with heavy objects – or you can… just toss a Recycler Grenade at the obstruction and clear it instantly plus get some materials to make more grenades. This was not my own discovery, I had to read about it. It’s entirely possibly that I would not have even ever tried. That’s some goddamn 1984 doublethink shit, where you lack the language to even acknowledge your oppression.

At least four ways into this locked room, and I always choose the dumbest.
To be clearer in my own language here, I am praising Prey. It’s just blowing my mind a bit that years of other, less clever games could essentially atrophy any out-of-the-box thinking. I even played Deus Ex back in the day, and I enjoyed all the sequels too. Part of me feels like Prey should punish more mundane gunplay more, or just forgo guns altogether.
At that point though, perhaps forced cleverness isn’t really cleverness at all.
Anyway, six hours in, Prey is an exceedingly unique experience with some really inventive scenarios. The existence of Mimic enemies cause you to really examine all the debris in a room, which can sometimes (and sometimes not, apparently) lead you to realize alternative solutions to an otherwise straight-forward enemy situation. The GLOO gun is pretty much the closest thing to the Gravity Gun from Half-Life 2 that I have seen a game introduce in a decade. And damn near everything else is similarly polished and grokkable in surprising ways.
Pick this game up when you can. On sale, of course, but on the next one.
Redfallen on Face
May 5
Posted by Azuriel
Redfall was recently released and the results… aren’t great.
Developed by Arkane Studios Austin, the same developers behind Dishonored and Prey, Redfall is a $70 game (also on Game Pass) pitched as an open-world, story-driven, action-shooter. The premise is that some vampires showed up in town of Redfall, and you are one of four characters with special powers that can do something about it.
The problem is that the game is terrible. And it is terrible for a lot of fundamental reasons. You may or may not have heard already about the braindead AI or the incredibly lazy art assets. Those are embarrassing corners cut that can be glued back together – update the AI, add some shaders to the chimney, ensure each area has different dead body models.
What cannot be fixed is the overall direction of the game and the utter destruction of any semblance of “immersive sim” the studio is known for.
The “open-world” in Redfall is basically dead. The enemies you face are vampires, a cult of humans working with the vampires, and more humans working with a corporation that attacks everyone on sight. However, the game itself is structured like a looter-shooter: you gain XP to level up and gain skill points to upgrade your powers, and you can loot more powerful guns from drops or in certain containers. So things play out like Borderlands… minus the inventive weapons, the vehicles, the enemy variety, the humor, or simple enemy density.
It is “immersive” that there are no NPCs running around outside, because vampires. It is also “immersive” that there aren’t zombies or a more filler enemy type that you plow through. But the end result is that you spend a lot of time walking around an empty world where 99% of the buildings are boarded up, desperately seeking any gameplay, only to face the same two enemy types over and over.
Amusingly, Phil Spencer (head of Xbox) addressed this vision problem in his recent apology tour:
Ouch.
Phil does say that they are committed to continue working on improving the game, but I have no idea how they imagine that will go. If they are going for a Borderlands vibe, they are going to need more enemies, like vampire dogs, necromancers, or anything else that might fit the “vision.” What they got right now doesn’t work. Like there is supposed to be a spooky vibe, but all the game systems revolve around you farming XP and getting better guns to farm XP faster. And while you can sort of handwave away the human body count, at a certain point the sheer number of vampires you kill as a matter of course gets ridiculous.
When it comes to game vision pivots, Fallout 76 successfully went from no NPCs to a more traditional Fallout NPC experience because the systems were already there. You technically already talked to robots and got quests and the game world supported all of that. It’s hard to imagine Redfall changing in this way. It’s not like Arkane can suddenly start leveraging their Dishonored or Prey experience, and fully committing to the Borderlands direction would make it even more generic than it already is.
Redfall was and is simply a bad idea.
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Tags: Arkane Studios Austin, Dishonored, Embarrassing, Game Design, Prey, Redfall