All The Bees

3 Things I Learnt from my Favourite Game in 2024

My favourite game in 2024 was Stray. The game was actually released in 2022, but after playing it for the first time this September I just can't get it out of my head.

I really did not enjoy the first 60 minutes of the game. For some reason, the opening cutscene of the game included clipping cats and an invisible protagonist leading to hilarious imagery in what probably should've been quite a cute scene. However, trudging through the initial stale jumping puzzles and limp story-telling I was ready to throw in the towel.

But I'm really glad I didn't. Maybe it was my rock-bottom expectations after the initial jank, as beyond the tutorial a narrative masterpiece emerged. Here are 3 of the reasons why my mind is still occupied with Stray:

The Pyramid Tower of Power

celeste_screenshot

I think "pyramid towers" might be the perfect geometric shape for storytelling. Ascending a large slope is a well documented physical journey humans like to undertake. But this ascension can also be reflected within the bounds of a narrative. Celeste, A Short Hike, and Stray. They all share this physical and narrative ascension. Reaching the summit is not just a test of your climbing prowess, but a mental test too. It's simple, it's smart, and it's really damn effective. It's the opposite of ludonarrative dissonance. It's ludonarrative harmony.

And if that weren't enough, pyramids also have another neat trick: They're largest on the bottom, and progressively each layer is smaller.

It's no secret that games are often designed to frontload their content & flashiness at the beginning. Creating an immersive world is often brute forced with bucket loads of content. (For example, Disco Elysium's first day). But this deluge of content cannot be maintained if designers want to finish their games. (For example, Disco Elysium's third day). And that's where the pyramid elegantly solves this too. As you climb a pyramid, you know that higher levels will be smaller, and implicitly expect for there to be less stuff to do.

Adventure Games are Forever

As someone who pretty much only makes adventure games for commercial projects, I can sometimes be concerned that adventure games are not a sustainable genre. Looking at my favourite 90s adventures and realising that they would not reach the same acclaim today is unnerving. But playing Stray, I've realised that adventure games are not going anywhere. Adventure games have simply evolved. Stray is a textbook adventure game in a lot of ways. There are a plethora of locks, that require a myriad of keys to progress. And it's done immaculately. It may be a linear experience like adventure games of yore, but its design is considerate and has built upon the past, not copied it.

Misery is Cosy

ghibli_bleak_but_cosy

Stray is set in a bleak dystopian world. All the characters you meet are broken and hurt people. The protagonist has a tragic backstory. And yet, it's an incredibly cosy place, that I really just wanted to spend more time chilling in.

We all know that life is suffering. Maybe comfort is only comforting if you're uncomfortable in the first place?

I often hear anecdotes about how people perceive Studio Ghibli films as incredibly cosy. But they are also extremely bleak worlds with war, death, and evil tyrants. I think that, without the bleakness, people would not nearly feel so fondly about these films.

Conclusion

Those are my thoughts on some of the design features that made Stray an incredible experience. Looking forward to playing many more games in 2025.

Joni

#2024