When Nightdive Studios released its remake of the classic cyberpunk RPG System Shock in 2022, the developers anticipated that some fans would be critical of the game’s difficulty. After all, modern games are often designed to be more accessible and forgiving with features like waypoints, quest markers, and difficulty settings. However, the players loved the lack of hand-holding.
In an interview with PC Gamer, Stephen Kick, Nightdive’s CEO, said that he was “surprised” to find that so many players were “praising us for not holding their hands.” Kick attributed this positive reception to the fact that the remake faithfully translated the original game’s mechanics and formula.
The original System Shock was known for its non-linear gameplay and its emphasis on exploration and problem-solving. The remake retains these elements, which many players found refreshing in a modern game. Paul Neurath, who worked on the original System Shock, explained that the lack of waypoints in the game was intentional.
He wanted to give players the freedom to explore the game world in their own way and to figure things out for themselves. To quote him:
“Creating a waypoint would artificially tell a player, ‘No, no, no. We want you to take this particular path,’ where that wasn’t the best path or the path that would matter to a player, depending on their play style.”
Paul Neurath
The fact that players praised the lack of hand-holding in the System Shock remake suggests that there is a growing demand for games that challenge players and require them to think for themselves. This is in contrast to the trend of many modern games that provide players with a lot of guidance and hand-holding.
Soulsborne games are the biggest example of a love of games treating the player like they’re not stupid. More mainstream games have the opposite of this like Fortnite‘s quests being “shoot another player with an AK” or “Slide three times.” For a weak easy-mode player like me, these are great, but not for a more skilled audience.
The System Shock remake is a reminder that there is still an audience for games that offer a more immersive and challenging experience. It is also a sign that developers are starting to experiment with new ways to design games that are more engaging and rewarding for players.