This reliance on gameplay and setting to reinforce meaning isn’t particularly new, as I’ve explored in an article dealing with games as art, there are plenty of games that try to reinforce something through interpretation (Braid, Flower or PixelJunk Eden). However, many games fall into the trap of coining faux-challenges or needless advancement, in order to merit the games existence.

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This trapping is one which many releases fall into; often superseding the requirement for meaning in favour of easy empowerment or “fun”. As an example, the use of constant streams of “street brawls” in
Yakuza 3 breaks up the fundamental principals held in the game, absorbing the atmosphere of a rowdy Tokyo ward. It would be amusing to note that the challenge is often what drives us in games, like the “street brawls” or mini-games in Yakuza 3, as opposed to the context or setting and its imposed reality.