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Games: not welcoming.

Started by July 14, 2002 12:40 PM
3 comments, last by Ketchaval 22 years, 5 months ago
I think it is true that many games set up an environment where the player is 'not welcome'. These environments and their computer controlled inhabitants are actively hostile to the player, and try to defeat them. They try to kick the player out of the world, from the minute that they enter it. They try to shoot, stab, stomp, beat up or rob the game unit that the game player is controlling. The emphasis is on hoping that the players quickly learn how the game world works, and the best way in which to survive in it, or that they have the patience to stick with the game. Not on providing a space where the players are able to explore and experiment without fear of ridicule or loss. [edited by - Ketchaval on July 14, 2002 7:12:27 PM]
There are already plenty of games like that. Morrowind for example, or even the Link games on the N64.
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This is the test of a good online game.

Those that understand that peeps need to learn yet ''get somewhere'' get players, those that dont go under.

Regards

BaelWrath

If it is not nailed down it''s mine and if I can prise it loose,
it''s not nailed down!
BaelWrathIf it is not nailed down it's mine and if I can prise it loose,it's not nailed down!
Indeed. I hate games like Asheron''s Call. Everyone else seems to know everyone, and I wander around looking stupid until I get killed by a rabbit and have to restart. Such games make Ed mad!

~Ed Ropple
Sqeek.
quote: Original post by Ketchaval
I think it is true that many games set up an environment where the player is ''not welcome''. These environments and their computer controlled inhabitants are actively hostile to the player, and try to defeat them. They try to kick the player out of the world, from the minute that they enter it. They try to shoot, stab, stomp, beat up or rob the game unit that the game player is controlling.

The emphasis is on hoping that the players quickly learn how the game world works, and the best way in which to survive in it, or that they have the patience to stick with the game. Not on providing a space where the players are able to explore and experiment without fear of ridicule or loss.

[edited by - Ketchaval on July 14, 2002 7:12:27 PM]


Ketchaval, I enjoy your musing of using different directions to look at games and improve them but I think this one is a little off.

The theme must be tied to the goal of the game. If you change the escape from Hell setting from Doom to a friendly smurfs village, the player armed with a shotgun would be confused when every smurfs he met in the game runs up and greet him with flowers.

quote: Original post by Anonymouse Poster
Indeed. I hate games like Asheron''s Call. Everyone else seems to know everyone, and I wander around looking stupid until I get killed by a rabbit and have to restart. Such games make Ed mad!

~Ed Ropple


From what I can tell half of your compliant is toward the social pressure in the game. For an online game a good design can only go so far... the rest are up to the developers to cultivate a friendly enviroment especially for new comers.
-------------Blade Mistress Online

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