Design Lesson 101 - Uncharted: Drake's Fortune
['Design Lesson 101' is a just-resurrected, regular GameSetWatch-exclusive column by Manveer Heir, lead designer at Raven Software. The goal of the column is to play a game from start to completion, and learn something about game design in the process. This week, we take a look at Naughty Dog's action-adventure Uncharted: Drake's Fortune.]
Monsters are a key part of our culture. Whether it's vampires, werewolves, zombies, or any number of weird creatures we've created in video games, monsters have always been a huge draw. Much of Greek mythology revolves around the slaying of monsters such as the Hydra and Medusa.
The concept of something wholly sinister, wholly inhuman, and wholly foreign to us scares us and enthralls us. These creatures don't exist in the real world, so instead we read about them, watch them on film, and of course kill them in video games.
The thing about monsters is they often represent something very supernatural and different. As a result, they can act anyway we want them to and players will buy it. A monster can fly, teleport to any location, or turn you to stone by looking at you and players are willing to suspend any disbelief because monsters don't need to act like humans. However, when we put monsters in a game, this freedom can pose a problem. Uncharted: Drake's Fortune, by Naughty Dog, exhibits this problem towards the end of the game with the introduction of monster enemies.
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