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The problem with puzzle games is that you have to be really smart to make good puzzles.
Posted By: AndyThing is, ICO is like 98% visual puzzles. Like Infocom games, but for your eyes. I'm not sure there's much of an RPG in there, much less a story-ish game.
You'd have to break it down so much it doesn't look like the game anymore.
The real enjoyment of the game lies in accompanying the children on their journey and watching them forge a bond which I will not try to describe. And we need not take apart any mystery to find it. We have dug through an awful heap of information, true, but none of this was strictly necessary for us to see what the story is about. In fact I cannot grasp the two heroes through reasoning. I know too little about them. I do not know their histories, their habits and inclinations, their thoughts and reasons. But here is a strange thought: I know practically nothing about these two, yet I feel that at some level I "know" them far more intimately than characters from any other games. And some of those characters have their biographical data contrived down to birth date and favorite food. I wonder why this is?
The apparent contradiction is resolved once we realize that we are talking about two different modes of knowing. Ico and Yorda become known to us not by exposition but by impression. When you learn a thing by impression, the foremost part of your attention is not on factual details--what counts is how vividly the thing becomes engraved in your thoughts and fancies. It is a very simple matter. You see a man dive in front of an oncoming truck to save a child, and you receive an impression that he is brave and selfless. You watch a couple seated on a bench holding hands, and you receive an impression that they are fond of each other. You may not hear a word of their conversation, but your impression leads you to conclude the talk must be genial. In the same manner, you watch two children fight the rest of the world to escape a fate they have not deserved, struggling together to make the next hundred steps on their thorny path, and you receive an impression that--well, you fill in the blank. But that is how these characters, though largely strangers to us, become alive in our minds and we grow attached to them. And we need no analysis for that.
Posted By: MJGrahamOn the subject of the Fruitful Void, I'm quite fond of the idea that players shouldn't be able to write down any information about their characters personality or relationships and they can't discuss them during play. These things have to be expressed through their characters actions and gestures. Ico can't tell Yorda he's her friend. He has to show her by catching her when she falls or defending her from the denizens of the castle.
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