While playing through One Hour One Life's tutorial I was frustrated and confused with the mechanics of how crafting and harvesting is handled. The index system is obtuse and I was almost ready to quit and take thirty minutes to read the wiki. I'm glad that I held back on this decision as it enriched my first few lives where the players shared their knowledge with me just as a parent would help their own child. I quickly picked up on how to cook eggs on a stone so I spent my entire childhood running around and cooking eggs. My career did not last long as I found my character's skin turn to a sickly yellow and I died soon after, anyway that's why I hate mosquitoes. While not as eventful my further playthroughs of the game helped me further appreciate the obscure rules to the game. In order to make it far in the world you'd have to learn these mechanics from either a wiki or from another player, that way it is ensured that the players who live long enough to be parents will already know something about the game. So all new players are given a tutor who helps them learn the game. While I don't want to contribute to the overuse of the word gamification, I do feel like this game is a great adaptation of the history of humans. A group of lost and confused people who teach their young all they know so that they may survive so that we can slowly build up a self-sufficient society. This also makes the mechanic of death much more interesting as the player preserves their knowledge through different lives even if this presents an interesting take on reincarnation. Because of this games focus on rebirth and teaching younger players I think that this will be the first survival game that I will not research before I play it thoroughly.
top of page
bottom of page
The points you make regarding the significance of death and respawning/reincarnating reminds me of the debate we had in class a few weeks ago about the influence that replayability has on a game. You make a good case for replayability shaping and creating the message of a game, rather than destroying it as was argued, since your conclusions and appreciation of the game stemmed from the result of multiple playthroughs. The post has me thinking about true replayability though--given that we can't really "unlearn" something, is One Hour One Life truly replayable? Since the game relies on carrying game knowledge through multiple playthroughs, can we truly ever start the from scratch again?
I found this to be a great and unique aspect of the game. Most games, I start playing after looking up a wiki or making sure I'll be able to do something but with this game I similarly didn't. I found learning from my parents and the communal aspect of the game, (where my mother went away to do something and I was fed by another member of the community) and the assigning of roles, giving each player a sense of purpose to be particularly enjoyable. I found it particularly interesting that in this game everybody felt like they were essential to the team or can be essential after a little instruction, as with you and the eggs. There is…
I also thought that the generational learning was an interesting attempt at representing human history, but I must say that I felt like that game mechanic quickly broke down. Like squidtm mentioned, babies can be born with more knowledge about the game than their parents. Perhaps one of the strangest things I saw was children instructing parents on how to do basic tasks, all because the parent was a newer player than the child. This seemed really out place in a game that relies so much on passing on information generationally. Moreover, my first few lives had me starting out as an adult. I don't know if this is standard (maybe I was the only player on the server I…
I agree that the generational learning thing is really good when it works, but I found some of the families I was born into to be pretty unhelpful. Unlike real life, a baby in the game might be someone who has played many times before and is already quite experienced, so players won't assume that their children need help learning things, and as in most online games, some people can't be bothered to help new players. Additionally, message length limits make it hard to ask complicated questions.
I also found this element to be one of the compelling aspects of One Hour, One Life. Having to rely on my parents for instruction not only taught me more about the game but also made me more attached to my parents and the knowledge they bequeathed on me. I'd be interested to hear what other players felt about their in-game family while playing. The tension between commitment to the central family group and the desire for the personal survival of my character was a particular struggle for me.