Summary: | In this article, we will explore the evolution of antagonization and assistance in video game design during its industrial period. To do so, we will divide our exploration in two sections. First, we will observe the rise of progression, from the iterative design of classic arcade games to games with a bigger scope, while noting how challenge and the antagonized discourses are evolving to cater to new design approaches. We will then analyze how assistance emerged in parallel in order to make the experience more accessible to a wider range of players, encouraging them to reach the end of the game. During the course of the article, we will see how antagonization and assistance are actually closely tied together by presenting a few key moments of this mutual evolution.
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