Quote:Original post by adventuredesign Its kinda like the all around baseball player who doesn't care who the team is playing, just throw out the first ball, I'm ready to play. |
Or the leader who wept when there were no more worlds left to conquer. Right, I agree. Levels are a formal way of structuring this so that it can happen in a more reliable way for more people, but open-ended games show that this process can be internalized. It can be driven into the character itself (as with skill progression); it can be reflected in changes in the open world; or it can be reflected right down into the meta of the rules, interactions and rewards. I've seen designers use statistical timing, for instance, in placing traps and jumps on an open world to try to bring about the right level of tension, frustration, triumph and mastery in the widest number of players possible.
Quote: Go get the grail, Lancelot, its still only a stepping stone on the way to transcendence with god. That sort of thing.
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This underlying psychological aspect is what I find most interesting. Take the crudest, most viceral example: The player says, "I kicked some a##!" Whether he knows it or not, the designer is trying to bring about this emotional resolution (a catharsis? I'm not exactly sure.) Now a quest as formally stated goal can officially set up whatever this big emotional payoff is (or should be called): Be it mastery, or recognition, or brotherhood, or transcendence, or whatever deep human craving lies in the soul.
So how do you get this without the formal goal? One way, I
think (very tenuous here) is to actualize it, the more dramatic the better. If you come to a building and you see people being slaughtered, men, women and children, and the game world has set any kind of heroic identity in you, that deep, soul seated need to avenge injustice I believe will naturally come to the fore. "Dammit, get off of her!" you might yell at the screen as you draw your sword, or pistol or whatever-- provided you're immersed, your belief is suspended, and the game has (at a low psychological level through gameplay mechanics) twinned your fate with the fate of the realm.
Quote: There are drawbacks to this approach that have to be dealt with on a user experience level, but the payoff is that the player take away value is greater because they bring something back into their life away from the game ...
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OT, but I think this is the secret sauce of The Sims and why so many hardcore gamers can't relate.
Quote: What a game would need to offer for them to be dropped is tough. In one way, you could say the answer was a short playing time or a small skillset and I/O mastery. Arcade games such as asteroids and Pac-Man were the best examples I could draw with respect to those angles.
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[grin] Okay, my Zen question to you of the day: What are these things, these games? Not what they do or you do, but what are they as interactions and experiences?
Quote: Freeplay options I cannot comment upon unless you give me some example approaches and techniques.
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I'm going to hold off on exact specifics for just a bit given that a couple of examples are already flying about in the thread. But a good framework for this would be goals that are already extant in the game world, or can be made to arise organically out of interactions whose rules the player can observe and (eventually) understand.