
A crime action game set in a fictional 1960s American city.
The message comes from systems, not scripted scenes
From Game Maker's Toolkit
Mafia 3 used police response times to make its city carry a message. In Mafia 3, police react more slowly to crime in a black neighbourhood than in a white one. The unequal response comes from the game's systems rather than from scripted scenes.
Game Maker's Toolkit cites this as an example of systems that deliver their own experience, in contrast with generic templates such as Assassin's Creed Origins camps that feel like those in Far Cry 4. Far Cry 2 and Hitman are the other examples it gives of systems tuned to a distinct experience.
Police react to crime less quickly in a black neighbourhood than in a white one, an example of a game speaking through its systems.
Mafia 3 used police response times to make its city carry a message. In Mafia 3, police react more slowly to crime in a black neighbourhood than in a white one. The unequal response comes from the game's systems rather than from scripted scenes.
Game Maker's Toolkit cites this as an example of systems that deliver their own experience, in contrast with generic templates such as Assassin's Creed Origins camps that feel like those in Far Cry 4. Far Cry 2 and Hitman are the other examples it gives of systems tuned to a distinct experience.
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