Player Agency and 60 Seconds!

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We previously looked at 60 Seconds!, a game I described as a combination between a point and click adventure and a sticker book. I criticized the game for being based around discovering random events, but not having enough to avoid repeating them in a single session. You’ll see the same few events over and over and over again, the only difference being whether or not you have the item needed to succeed. The more I thought about this element of game design, the more I thought that I had seen it before. Today, we’ll pitch the event-based gameplay of 60 Seconds! against two games with different settings, but similar design.

Repetition in 60 Seconds! was bound to happen as a consequence of basing the gameplay entirely around a limited number of events. You’ll get a note saying “we should have taken that trip to Nevada” 10-20 times per game. After two years of DLC, 60 Seconds! only has 40-50 events. However, I want to look at another 2015 title which has more in common with 60 Seconds! than anyone might initially suspect.

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60 Seconds! – Revisited

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I originally bought 60 Seconds! when it first came out, back in the summer of 2015. After about two hours of play, I requested a refund. However, after hearing that the developers put a lot of work into upgrading and balancing the game, I was willing to give it another try. Unfortunately, 60 Seconds! did not age like a fine wine, but rather like a discarded hunk of smoldering cheese left at the bottom of a radioactive crater.

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