Quote:Original post by Wavinator 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. |
Well, the meat varies, I suppose, and may even be hybridized. For instance, when I play
Bionic Commando: Rearmed, the meat is a combination of the physical dexterity to tap out the controls to perform actions at precisely the right instant, the perceptiveness to see an enemy begin an action and respond, and the spatial reasoning ability to find a way through the maze-like maps. Sometimes I get to a boss (having navigated the maze), but then my reflexes fail me - I'm simply not fast or coordinated enough to recognize the enemy beginning an action and respond with precisely the correct counter. It's not that I'm not smart enough, but that the game has layered this meta-game of physical dexterity that I'm not enough of a "gamer" to overcome.
This is where I abandon the game, because I'm intellectually capable of completing the challenge but can't live up to the finger speed of a 14-year old. Or something. (At least, until I decide to try again.) Worse, I'm given a finite number of chances, before I'm forced to navigate the entire maze again: I've used up all my lives, so now I have to work my way through the level I've already overcome just to flail against the boss I can't. Now I'm being doubly penalized for failure to unlock a (physical) puzzle: not only do I have to try that puzzle again, but I have to re-try all the puzzles leading up to that puzzle.
Whether players will be driven to walkthroughs is really a matter of how severe the punishment for failure is. It is when the penalty for failure seems disproportionate, relative to the player's available time and interest, that they basically say, "Fuck it, I'm googling this shit!"
Quote: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? |
It's going to vary by player. Some people (like me) will deeply immerse themselves in the diegesis, and as such will enjoy such challenges. Others skip over doled out narratives, wanting to "get to the action" - and then are upset when they don't possess the knowledge to answer a cognitive riddle.
One way to ameliorate this effect is to provide automatic journaling, such that all information given to the player (and then some) is accessible in a record, perhaps with additional explanation that serves as hints or reminders.
Jade Empire for Xbox did this well (I play very few RPGs, so I don't know what other games did it, or if they did it better, though I assume
KoTOR does as well, since they use the same engine): every character you met, every conversation you had was recorded in a journal that you could review at any time, with bonus observational details about characters thrown in to make sure you didn't overlook them. Now, when your player encounters a puzzle, you can place an on-screen hint to "look in the journal/log" for help.
Quote: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? |
Well, now I shall wax philosophical. [smile]
I don't really enjoy games much, anymore. The benefit of playing them continues to fall in comparison to the
time cost. Fans of gaming like to make a fiscal cost comparison between, say, buying a game for $50 and paying $12 to see a movie, but a movie will cost maybe 3 hours while a game asks for 20 or more. As you get older, time is what you have less of. At my stage in life, I feel like too many games introduce needless interface variance to distinguish themselves from their competitors, lightly attempting to mask the fact that they're really not that different. (Caveat don't play RPGs.) Is one FPS really so different from another? Is one racing sim so unique, considering that many of them provide the same real-world tracks?
The area where games have the greatest opportunity to differ is in story, but games are a remarkably inefficient means of delivering a story. Yeah, the story is "interactive" in games, but that really just means that you can select different pre-written branching options. We need to do a lot more innovating in terms of dynamically generated narratives to really make this worthwhile. Even in most "story-heavy" games, the bulk of the play experience is non-narrative - and in the one case where that isn't the case that I can easily think of,
MGS 4, many people complained, "If I wanted to watch a movie, I'd watch a movie!"
I feel that the tension you see with respect to your design and player behavior is simply a reflection of the dichotomous relationship between narrative and interactivity. Perhaps the solution is to make the more narrative-heavy and knowledge-puzzle aspects of the game optional, so that those who would Google the solution otherwise don't even have to in order to "finish" the game. Those that enjoy such things, however, would seek those aspects out.