Y’know, some people criticize Last of Us for having a very simple gameplay loop…
But, I don’t know, I think there’s something to a ‘simple’ gameplay loop if it’s still tightly woven together and satisfying.
When you get right down to it, Last of Us is a resource race. You have a limited amount of ‘stuff’ and you’re always trying to make sure you have an abundance of ‘stuff’ on hand when you need it.
That, of course, describes countless video games, but Last of Us does have a legitimately smart ‘ebb and flow’ to it’s encounters where you’re routinely put into situations where you absolutely have to use ‘stuff’ to get through it, but almost always followed by periods of calm where you can focus on replenishing the ‘stuff’ you used up.
Now, this is all super obvious, I’m not saying anything groundbreaking here and pointing out some secret to genius game design. Like I said, countless games have done this exact same thing.
I just really like Last of Us because it just feels like it strikes a really good balance between ‘Crisis moment, use your stuff!’ and ‘Calm moment, gather stuff’. Obviously, other games have done this too, Last of Us just feels like it knows exactly how to pace those moments.
It’s not always about innovation. Sometimes, it’s about refinement.