Quote:Original post by Oluseyi If your game is easy to play and solving a puzzle comes down to player intelligence rather than developer irony, then most people will play - and solve - your puzzles on their own. If, on the other hand, you make references to obscure non-diegetic information, then not only will players Google the solution: they should. |
I love your perspective because I'm so against it, and I have a suspicion that it's far more popular than mine. So it's good to be challenged.
We often hear these days about gamers pressed for time. A sizeable chunk of the population wants to play but only has a set amount of time and wants to, as you say, get to the meat.
But what is that meat? If I'm talking about some sort of open ended adventure, is the meat the character advancement, or is it the completion of a specific sequence that drives narrative forward or what? I know it relates to whatever is most rewarding, but I'm not sure I'm correctly grasping the distinction you're making in what I quoted.
Non-diegetic information would be (I think) things that have nothing to do with the milieu created by the game world. If I relied on knowledge of past presidents or baseball scores that would obviously be something they should google. But what about when a game is imparting real world information and imbedding it in the story? If I use some fact of astronomy, available through a character in the game, for instance, where does that sit?
Not trying to be obtuse here but what I'm getting at is this idea that we don't have time and we want to get to the meat-- so if you have to stop and learn something, even if it fleshes out the universe, but that process takes time, is that something that you would feel should just be googled?