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Hands up if you've got a headache from saving the world yet again? Yeah, us too. One pet peeve that's had Push Square Towers irritatedly animated over the past few weeks is the fact that every single video game in existence seems to feel the need to go big. Well, we're tired of preventing the apocalypse, and we'd like to see the industry tone things down from time to time. Editors Sammy Barker and Robert Ramsey are here to present their point of view from slightly different perspectives.

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Sammy Barker, Editor

My name is Sammy Barker and I am 27-years-old. If I was a video game character, I'd have saved mankind from inevitable extinction some eight-and-a-quarter times by now. But the older I get, the more I tire of video games raising the stakes to ridiculous degrees: save the world, save the galaxy, save the iris of the giant space beetle in which the entire universe exists. How about game developers save my sanity and give me a chuffing break?

I finished Life Is Strange last night and I was a bit disappointed with the finale. I'll refrain from sharing too many spoilers here because I know that I'd be throwing candy floss at my computer screen if someone ruined it for me, but given the context of this article, it's safe to say that the stakes are raised. And that's fine, the developer wanted to go out with a bang – but I think that it shows a level of immaturity that pervades this industry as a whole.

Step back and take a look at the medium which we love: we watch ADD afflicted YouTubers in our droves, we go gaga over the latest flashy trailer for Shooty Bang Bang 17, and we're always so busy looking forward to the next thing that we forget about the here and now – is it any wonder that game developers are scared of losing our attention? Life Is Strange started out as a high school drama about misfits and stereotypes – but it ended in a P.T.-esque corridor with mutant-sized squirrels.

I understand what Parisian developer DONTNOD was trying to say, but in going for the grand apocalyptic conclusion, it lost sight of the personal stories which really made its episodic adventure tick. Coincidentally, I'm reading The Time Traveller's Wife at the moment, a story which deals with similar themes to Life Is Strange. But where that novel is comfortable focusing on the romance between two protagonists in extraordinary circumstances, it's no surprise to me that its video game counterpart had to go so big.

And that's because, as an industry, we've become utterly obsessed with the volume constantly being cranked as high as it will go. But there comes a point where the deafening din makes way to white noise, and suddenly nothing is shocking, surprising, or even interesting anymore. It's the interactivity that makes this medium truly unique, but if we don't allow developers to tone things down from time to time, then we're all in danger of burning out.

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Robert Ramsey, Associate Editor

I've lost count of how many times I've saved the world in video games, but I know that by this point, the whole routine is becoming a bit tedious. On the one hand, I think the concept of saving the world is something that's always going to last – after all, it's the ultimate heroic achievement, and that's why it's the foundation of so many narratives. On the other hand, do we really have to resort to telling this same tale over and over again? I feel as though one too many games box themselves in and limit their creative freedom by featuring plots that always have the same outcome: you saved the world – again.

As I've gotten older, I've come to find appreciation in titles that at least try to stray from the horribly beaten path. There's still fun to be had in defeating the ultimate evil and bringing peace to the land, for sure, but I can't help but feel that more personal stories allow for more narrative experimentation, and on occasion, they can provide a better sense of immersion.

Now before you go ahead and say, 'I knew it, Ramsey's going on about Mass Effect again', I'll quickly point out that BioWare's sci-fi trilogy is a really good example of how expanding a story on a grand scale can have a negative impact on your personal investment. For me, Mass Effect has always been about the characters: hearing their stories, getting to know them, helping them out. The series' most memorable moments are those that come from interacting with your space buddies, and that's partly why I reckon Mass Effect 2 still plays host to the most enjoyable plot in the trilogy.

Yes, you're on a suicide mission, and yes, Shepard as a protagonist sort of resembles a dreaded chosen one, but the whole of the Earth isn't looking in your direction and screaming for salvation. It's ultimately a story that's about a core group of people – it's not about a last-ditch attempt at saving an entire doomed galaxy like its sequel is. Now, I really like Mass Effect 3 as well, but I can't ignore the fact that something is lost when the stakes are raised to such ridiculous levels. Oh, the reapers are here. Oh, we can't win. Oh, it's a good job that we've built this massive super weapon, then. You know what was better than this? Trading sexual innuendos with Garrus.

The little things matter. I love the snowball fight with Ciri in The Witcher 3: Wild Hunt, and I adore listening to my friends prattle on in Persona 4 Golden. Heck, I've spent countless hours just walking around Kamurocho in Yakuza 3, taking in the sights and really soaking up the atmosphere. In fact, I do this with just about every open world release that I play, and a lot of the time, I enjoy the quieter moments more than the missions stuffed with explosions and big battles.

As with all things, I guess it's about balance. You can have your world-saving and your absolutely crazy set-pieces, but let's not forget that it's the personal touches which keep us invested. After all, who wants to save a world that they don't even care about?


Are you tired of saving the world? Do you need a little more narrative impetus to go on a mission of such importance? Are we whining about nothing at all? Pretend that you're the ultimate alpha male (or female) in the comments section below.