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The Player in Oblivion

Many game designers are so enamored with their game that they neglect the player.

I’ve been sick for the past week or two, so I’ve been getting very little done and pursuing rather escapist past-times. One of the unhealthier things I’ve done is play a lot of Bethesda Game Studios’ Oblivion. A whole lot of it. Steam says I’ve put in 39.3 hours, and I’ve only been playing for four or five days.

It’s an escapist game that appeals to my urges for exploration, completion, and optimization, even if I feel the need to patch the hell out of it. I’ve got 39 mods installed for it, all graphical upgrades, bug fixes, or interface tweaks. People no longer look like corpses and most of the bugs are fixed, making the game quite playable.

As much as I clearly enjoy the game, it suffers from a fatal flaw: the developers sacrificed user experience in their pursuit of their game system. Oblivion has an elaborate, interesting setting and backstory, an impressively large and detailed world, and a complex set of mechanics. But it’s all a lot less fun than it should be.
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