Handholding is Ruining Video Games

Nam’s Compendium

Nam’s Compendium

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Marvel’s Wolverine recently released, and people are not happy, but it isn’t for the reason that you might think. Despite being September's hot release, Wolverine’s impact has less to do with its combat and story, and more so with the way the game treats its audience. While this is a game marketed towards players, everything about the game design rings hollow and safe. Like riding a bike with training wheels, Wolverine feels like a game that’s intentionally holding itself back because of a lack of confidence in the audience. Skill Up’s recent review of the game does a fantastic job of highlighting this. Now, Marvel’s Wolverine is far from the first game to feel like this. But never before have I seen a game that works this hard to provide a friction-free experience, and it’s gotten me thinking about just how much worse game design has become over the years. What was once a nice piece of guidance has now been mutated into the most obnoxious trend in modern games. Handholding has become a serious problem, and it’s about time we have a conversation about it.

Now, before we get started, let’s define handholding real quick because most people have different definitions of it. When I say “handholding,” what I’m referring to is when developers intentionally include a feature that’s designed to prevent players from getting stuck. Handholding has always been necessary, as it acts as a way for developers to silently communicate with players. Video games are a complex medium; not everyone will fully understand the language of game design right off the bat. Unlike films or novels, video games gate progression around player knowledge and execution skills. Because of this, developers are forced to include features that make this intimidating art form more digestible. For example, in a lot of older titles, talking to non-essential characters told you the rules and what you’re expected to do. A game like the original Final Fantasy hinges on this, as all of the important information needed to beat the game was tucked behind optional dialogue. This was the case for a lot of old-school games, but as time passed and the medium matured, so too did this method of communication.

Handholding is ruining video games in a very subtle way. Marvel's Wolverine, or just Wolverine, has demonstrated what happens when handholding in video games goes unchecked and becomes out of control. Wolverine is a game that is touted as disrespectful, as it features some of the most aggressive handholding in modern video games. While Marvel's Wolverine is far from the first example of handholding in video games, Wolverine specifically has sparked a lot of controversy. While this isn't specifically a video about the Wolverine controversy, I will be discussing it as part of my " Handholding Is Ruining Video Games " essay. This is also not a Wolverine review nor a video saying that Wolverine sucks. I just want to talk about a growing trend that's been frustrating me lately.