Metro 2033: Ludic Involvement
The nature of the game, as a survivor FPS makes it rather interesting in terms of game play and decision making. It is by far a complex cerebral stimulating tool but it requires a certain amount of involvement and care in order to establish a position that translates into goals. In notion of storytelling, space navigation decision making, the possibilities are limited. The challenge is not what decisions the player makes, but how the game it is being played.
The most obvious aspect that needs the attention of the player is the ammo conservation. It seems that the game world is scarce on resources and bullets are no exception. It is important that you are not left only with the knife as the only weapon but a pistol, rifle or gun is available to you, or otherwise it is doubtable that one could succeed in completing the stage (loading to last checkpoint is available). At time, when together with one of the NPCs in the battle field, the player finds itself obligated to dodge damage and leave the NPC do the job for you, as you know the on-rails nature of the game will eventually move you to the next scene. This is not possible every time, as some NPCs require the help of the player in order to survive.
The choice of weapons is also something to consider when playing Metro as it can make it easier or impossible to complete it. The player might have a hard time picking the right weapon giving the following:
Ammo scarcity
Defectuous damage AI
Underpowered weapons
Level design
Goals
While you make some calculation and try to synchronize each step and bullet, the player is often left with the surprise that the hostile part can take multiple point-blank shots (shotgun) until falls to the ground. It sometimes happens that a full AK47 clip is fired and the enemy is still able to shoot you.
Another issue is related to the way characters understands silence. There are a few stealth stages which might be possible to pass only by keeping silent, but the defectuous AI implementation spoils it. The enemies will —at times— spot you in the dark or ignore the triggered traps. It is not possible to make use of this choice because the way is implemented.
One last thing to mention is the alternative ending scene. Along the way there are a few choices that the player is faced with, e.g. take a post card from a fellow, spare the life of an unarmed enemy troop, etc. If the player did the right choices, then the ending will alternate (good/bad). Another level of choices —that this time directly influences the gameplay— are the choices presented in dream sequences. It is a bit puzzling as it is not clear what the player has to do (e.g. run from the evil one? or don’t let yourself dragged in the red room?).
Given the on-rails survival horror FPS style of the game, it offers some interesting decision making scenes but it fails at being consistent because the erroneous AI implementation. In the Affective dimension I will extend more but with the focus on the emotions generating potential of the game. It should be what this game is best at.
















