Mission Critical (video Game) - Gameplay and Design

Gameplay and Design

Mission Critical has a varied mixture of gameplay elements, including a large number of traditional object puzzles, Myst-style backstory deduction from fragments of evidence found about the ship, a couple of fiddle puzzles, in-depth conversations with several characters, highly philosophical and technical conversation (is evident from its intro FMV), and (possibly unique among adventure games) a real time strategy minigame, in which the player must defend the ship from two challenging waves of enemy vessels. Certain puzzles are timed, but the time limit is extremely generous, though no easy way is provided to gauge the amount of time that has passed.

Contrary to the example set by many other games, the strategy minigame such way implemented that could pass for a full fledged game in its own right, and is seamlessly integrated into the gameplay. The battles are controlled from a tactical computer interface on the ship's bridge. There is an analogue difficulty slider (which sets the battles to win themselves on the lowest setting, if the player does not want to fight them) and a speed control slider.

The way the minigame is designed is an example of the general realism of the game overall - just as one might in real life, the relatively low-ranking player (a lieutenant senior grade, specifically a supply officer) must get authorization from command to use the tactical system, then modify the ship's systems to enable it to be controlled single-handed, then complete several well-thought out training missions (these can also be bypassed if desired) of increasing difficulty and varying strategy before being able to defend the ship proper. The attacks themselves are timed and usually occur when the player is attempting to do something elsewhere on the ship, and he must scramble to the bridge and fight them off before returning to what he was working on - this adds tension to the game once the enemy ships start to arrive.

The sense of physical reality and detail is scrupulously exact. For example, the accommodation decks make up a tiny part of the ship. Just as would be the case in real life, these decks are referred to in the game as making up the habitat module. The bulk of the ship is taken up by machinery. The machinery itself can be seen to include gigantic fuel systems, reactor and electrical spaces, weapons bays, and a shuttle bay. The accommodation areas contain almost everything one might expect, including numerous different individual staterooms for a crew complement rated at 20-25, a canteen with a minimalist recreation area, a wardroom, a sickbay, a communications shack, storerooms, and a small scientific laboratory. It is telling that because the U. S. S. Lexington is a serving front-line warship in an ongoing total war situation which has lasted for some years, the scientific laboratory is the only part of the ship which has not been upgraded in decades. There are no accessible sanitary facilities, something of a standard in science fiction TV, games and films, however one of the staterooms on deck four, none of which can be entered claims to be "The entrance to the showers and the head". The designers were even careful to orient the habitation module such that forward acceleration of the ship would simulate gravity in the correct direction, ceiling to floor.

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