Sunandshadow's theory of plot-based game design
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I read through all of it, slowly, making sure I got the point of it, and I do think it''s very applicable to game design.
Specifically, because it points out that both stories and play are ways to satisfy needs that are difficult to satisfy in real-life situations. Since many computer games provide both stories and play, it should be an ideal medium for that.
It also points out that you can make your world more believable and realistic, by making it simpler. So perhaps all these discussions about realistic economics and social interaction have been a little off-the-ball, and we need to simplify again, or look at the roots of what we are doing.
I like this post, I hope it generates a bit of discussion. It''s one of the best post-landfishian era pieces of work so far .
( No offense landfish, I know you''ll be active again soon enough, and I''m also sure you enjoyed this post as much as i did. )
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
quote: Original post by Aversion
Ok, you mean games should be like some sort of social training?
Um, no.
summarizing, I said the point of games is to:
1. satisfy the mimetic/narrative instinct
2. achieve catharsis of emotions
3. fulfill desires no more than partly satisfied by life
4. allay anxieties and guilt feelings
5. experience an imaginary world more lifelike than life itself, more directly and honestly concerned with essential problems, more supple in its expression of every aspect of man’s nature, less burdened by distracting irrelevancies
6. gather ideas that we can use to define our place in the world
7. satisfy need for socialization (multiplayer)
8. reassure self that you are competitive.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Thx
quote: Original post by Spyder
Ok sunandshadow, thx for posting your interesting work. Could you pick a common game and elaborate how your ideas/theories could enhance that game?
Thx
That''s a good idea. I''ll pick one RPG and one adventure game.
FF VII:
1. satisfy the mimetic/narrative instinct
The cinematic sequences, especially the ones inside the city, do this very well. The long sessions of monster-offing kind of break up the story, though. And in a few places, especially at the end, there wasn''t enough explanation of what was going on.
2. achieve catharsis of emotions
Aeris.
3. fulfill desires no more than partly satisfied by life
Remember the part where you have to act in the play? That would have been a good spot to massage the players'' ego by putting them in complete control in a non-threatening situation. But you''re not in complete control there because you don''t get to see a script and you don''t even know you can be playful until you get a few choices in. A better way to do this would have been to give the player a screen where they saw all the posibilities and selected the ones they wanted, then have the player sit back and watch a cinematic sequence of those choices.
4. allay anxieties and guilt feelings
Cloud''s episodes touched on this, but I don''t remember the details of them well enough to say how well they succeeded. The saving of the bird''s nest was good at this, but should have been done with more drama and less melodrama.
Murder-based advancement can backfire and cause guilt-feelings, one of the primary reasons some other type of advancement might be preferable.
5. experience an imaginary world more lifelike than life itself, more directly and honestly concerned with essential problems, more supple in its expression of every aspect of man’s nature, less burdened by distracting irrelevancies
6. gather ideas that we can use to define our place in the world
This was good (e.g. ancients'' philosophy, bad guys'' speeches), but could have been spread more richly throughout the game. The moral of the ending should have been explained. My guess is that all the humans got turned into Red 13''s because they couldn''t bust the planet without hands, but it really isn''t clear that that''s the case.
7. satisfy need for socialization (multiplayer)
NA
8. reassure self that you are competitive.
The weapons should not have been so damn impossible to beat. Either that or you should have been told you were supposed to leave them alive to guard the Earth.
Riven:
1. satisfy the mimetic/narrative instinct
Somewhat, through cinematic sequences and journal reading, but Riven''s story does not have a solid plot structure, and so is not very satisfying.
2. achieve catharsis of emotions
No, see #7.
3. fulfill desires no more than partly satisfied by life
Riven does this primarily through visual images and through giving the player the feeling that he/she''s making the world more orderly by solving puzzles and busting a cult. It could have done a lot more by letting the player learn some things about book-making and try to put this into practice. Or even by choosing the main character''s physical appearance before the game started and having this appearance reflected in a few things throughout the game.
4. allay anxieties and guilt feelings
Riven just avoids any situations that might inspire guilt, see #7.
5. experience an imaginary world more lifelike than life itself, more directly and honestly concerned with essential problems, more supple in its expression of every aspect of man’s nature, less burdened by distracting irrelevancies
This game focuses on the principles of how the physical world works, and doesn''t look closely at emotions. It chooses to consider emotions an irrelevancy, and sometimes that''s what the player wants to do, so some games should be like this.
6. gather ideas that we can use to define our place in the world
The whole idea of the books hits this right on the nose. There might have been more philosophy attributed to the natives - explaining the daggers for example.
7. satisfy need for socialization (multiplayer)
NA
8. reassure self that you are competitive.
The idea that you are the hero who has been called once again to do battle with puzzzles only you can fathom is rather appealing...
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
social training. But you are more geared towards the general "experience" of a game, or that is the impression I get.
SunAndShadow, your little dissertation has revealed to me the answer to my most hated response! Every so often I will suggest something (like absolute character death in MMORPG) and people will respond with this:
"It''s a game. It''s not supposed to be realistic. The player will be upset if she has to face any consequences. If we wanted reality, we wouldn''t be playing video games..." etc.
You''ve given me the answer. We want reality-plus. We want all the grit of reality, and all the consequences, but ideally we don''t have to deal with them because this is our fantasy life! Won''t being nigh-immortal in a game mean SO MUCH MORE if you can actually lose your character? Games will always be better than reality because you can do the impossible, but won''t the experience be much more vivid if we inject as much reality as possible?
Hiding behind the idea of games being ungoverned materialism is a crutch. My game can damn well be fantasy, and at the same time real. Just because a sword fight is fatal more often than not, and dragons really do eat stupid knights that pick fights with them, doesn''t mean it won''t be a fun game. People can and will appreciate a false reality.
I know, it''s not one of my more lucid rants. But hey.
-Creature formerly known as Landfish.