Advertisement

Feedback, undervalued and overlooked

Started by March 26, 2003 05:07 AM
0 comments, last by Paul Cunningham 21 years, 9 months ago
Interaction is invisible. You can't see it in the game because its the feedback that makes us recognize it. A lot of what we talk about when we refer to interactive elements are visualized feedback elements. On top of this it is feedback that creates suspension of disbelief, example: movies. I've thought for a while that interaction can enhance the levels of SoD. The reasoning behind this is through giving the players greater means to relate to the neo-reality tm. Feedback is the neo-reality tm imo so it is the foundation behind the games enjoyment and appeal. Feedback doesn't just catylize suspension of disbelief it is it. Arguably you could say that feedback is a delivery system for interaction. The relevence of this for game designers straight out is that we should be working on the feedback before the interaction components. Setting up a world or whatever first in order to work out what kind of interaction would best fit. Game Design Rule 1: Its all about fun Rule 2: Never blame the player [edited by - Paul Cunningham on March 26, 2003 6:10:30 AM]
This is why most designers have been suggesting for decades the I/O system be designed first, since the I/O system is the conduit through which the interactions obviously occur.

The suspension of disbelief, however, occurs much farther back in the cognitive process timeline, not when the feedback loop starts, but rather when the player chooses to engage in interactivity with the world. By the time they are actively interacting, suspension of disbelief has been occuring for some time already.

WGA literature suggests that suspension of disbelief occurs even further back in the cognitive timeline when the potential audience member or player in this instance forms the first impression of the escape vehicle''s offering via it''s initial motif imagery, sound and description of dilemma/conflict, whereupon the potential ticket buyer or game purchaser asks themselves on a deep level whether they would demonstrate preference in getting lost in this fantasy representation.

It''s remarkably similar to the purchase decision, with some other version of the brand ladder involved, perhaps an experiential one, but I don''t know what.

Addy

Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao

This topic is closed to new replies.

Advertisement