Quote:Original post by Wavinator When too much game leaves you cold...
I have a number of friends who gave up on Morrowind for reasons that I can only classify as agoraphobia, the fear of wide open spaces. Another quit Fallout when he claimed to get two broken arms and said that the world had too much stuff to deal with. Still another quit Civilization after saying, "I don't understand what I'm supposed to do... you can go anywhere!" |
These were individual responses to the content. I am not completely certain they were representative views of the entire playerbase, also, the suggestion that perhaps a large gameworld with such sized scale levels and gameworlds can lose people simply because that is what happens to people in the human perception in a lot of areas, not just game playing.
Quote: Like alot of people I've come to feel constrained by the strict level-based, mission/quest-based games out there. When I get an open ended game I tend to head in one direction as far as I can until I get killed. But I have to admit that for awhile encountering some sections of Morrowind (the huge spaces of Vivec) caused me to falter a bit. |
I have been seeing that there is more of a relationship between focus and scale that I've not completly understood so far. My thought is that if you have a gameworld with huge scale, and a focus that is a task such as, "get to x place and speak to/find/manipulate/interact with y data/object(s)/entity(s)" that the relationship between what you are after and how it is presented as choices and context to complete the interaction is finite in terms of whether acceptance, understanding and cooperatively engaged with.
Quote: What helps to combat agoraphobia? People tend not to want to read manuals or sit through tutorials.
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I am not sure how related tuts and manuals and agoraphobia are, but the tuts and manuals have wide acceptance and a track record in favor of their useful purposes to enhance the skillsets necessary for succesful play; though I will say the ones I have gone through all have the simile, such as 'these are the basic physical mechanics mastery skillsets' or 'these are how you use the technologies implemented in the game; an extended extrinsic avatar skillset {the things you don't have to do with the avatar physically except right click to use object or duologue}, or even to just get gameplay challenged individuals like myself to have more enjoyment out of the game experience when they may not be a master gamer, who can figure out what an avatar does by experience and a formidable skillset in all computer gaming play. This btw, does not extend to Vegas. :(
It is also possible that the designers and publishers knew when they built the game that their target demographics, in terms of numbers of people they wanted to reach with the marketing message to get them to buy the title and have a good play experience. They probably know not everyone is core, and, that core is fast becoming the shriking percentage of the market.
With respect to agoraphobia, I would have to say the answer lies in design. Along the way, are there not little cubbyholes of foos and resources to ferret out, compensating a gigantic map with touches here and there of confinement? I suggest that this is a mark of balanced level design as well as player experience design.
Another part of this relationship is perceptual. A lot of high concept games have a incredibly fantasized goal for the level: get the sword of lighting striking if you want to dry the pool of tears of a thousand worlds to get the orb of ViewDestiny at the bottom of it, for in no other way will the OctoEbilGod, who lives in the pool can be killed. So perceptually, when a high concept goal is mixed with a map that has to contain some visual reference to reality (even if surrealized, fantastic or macabre {insert 'genre'lization here}) in order for the player to have some stable references perceptually, (e.g., a hill is a hill, up is up, gravity is gravity) in order for them to have some stability in perception.
In screenwriting, this is called, "put the coke can in view while the hero slays the monster." This is not a reference to product placement, it is more like, 'Had there not been reasonably visually consistent (with some standardized sense of reality) packing crates scattered about the deck of the ship, the battle between Ripley and the Alien Queen, the battle between them would have been watchable, but perceptually harder to wrap all your engagement around.'
Within a game, some simile for real reality consistency must be present to some degree also, or you'll lose player's frames of reference. Frames of reference are the transmission that drives power to where the rubber meets the road in perception transmission/reception through content and acceptable or rejectable visual entertainment consumption, linear or interactive. You will see this everywhere. The really delicate work in it on one hand has to do with the Golden means proportion at the base, and texture/color/light within it.
It just has to be done to some degree, because humans require the frame of reference, and it's components are common objects or common visual themes. We only see in so many colors, and we only view in so many contexts considered rational in realtime.
When Jimmy Stewart was on the run in The Grapes of Wrath, he went to see his mom one last time, risking being caught because he needed moral cleansing via explanatory exposition to his mom archtype (God it must have been hell to sit through coffee with me Wave! LOL). Had the scene not taken place on the dance floor where the fun had been just a few sequences before, when all was well with the world, and a degree of acceptance of fate had occured amongst many main characters, this would have been a very tough scene to sit through.
Quote: A friend suggested that the greatest fear a gamer has is getting stuck or in over her / his head.
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Not sure that is gamer fear or just general fear that extends to games.
Quote: To that end he's suggested that open-ended games have some sort of sample mode, maybe in the form of teleporters or even saved games that allow you to get a taste of the wide variety of challenges and situations a game might offer.
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I would think that sort of variety would be lined into design to begin with. And, there is suggestion out there in development that this is what demos are for. With the size and scale and demand and numbers all growing for this industry over the long term, these things will be also more important. No self respecting movie shot of the hudson river looking back on the skyline of Manhattan would be worth it's salt without a couple of little sailboats mid channel, with purposefully intended length, distance from POV establishing or transitional shot, and particulat color of sails on them relevant to the mood at that point dramaturlogically.
Quote: One thing I was thinking you could do is to stimulate the player's appetite for freeform gaming by enforcing linearity.
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This reminds me that it may become critical for story driven games to re-emerge, if the scale of the gameworld increases. I mean that in the context of more linear instances in a very interactive large scale gameworld. Remember, the customer out there is aging, not as fast a rate of perception or as easy to let go of fixed perceptions as a core gamer is, and that is where the market is going.
In some respects, this is like the old, familiar comfortable "Ding" between slides in school when it is slide show lesson day. I'm dating myself here. Without the ding, believe it or not, some people wouldn't get the picture frame is changing. This is the humanimal at it's perceptual norm. That is why in marketing they say, "The customer doesn't want a drill, they want a hole." Your wife doesn't want the furniture moved, she wants to feather her nest. She's not telling you to take out the garbage with an icy stare, she's telling you you'd better be on top of keeping up your end of the nest. Women never tell you straight what they want, they leave you clues to what they are really saying contained within the rant/hint/salad. This is sounding almost off the point, but actually relevant, direct representative examples of the frame of perception cited above.
Quote: At the start of the sci-fi game I'm working on, for instance, everyone would be immigrating to the new capital of the galaxy. You'd be a young serf stuck on a generation ship, and told where to go and what to do all the time even as your peers griped how you all should be free.
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Sounds to me like you are seeding long term motivation by setting the hook and dilemma early.
Quote: As you went about your assigned tasks, you would hear stories and see events that reflected the universe at large, but you'd be barred from participating. To get out, you'd either have to escape or wait until the series of enforced tutorials was over.
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Sounds to me like you've found a way to make tutorials very humanistic and communitized, which I think is well chosen design. Sure, you never know what they player is going to do, but, an array of choices that are rational from steadfast and sure to risky and reckless are designable.
Quote: This starting mode would serve to build your character interactively and whet your appetite, theoretically.
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And perceptually and dramatically. People do love to consume their drama, as well as create it in their lives. Art imitates life.
Quote: Then again, this is probably a dumb idea, as I'm not all that sure that the answer to agoraphobia is claustraphobia. |
It doesn't sound like it. You could only know by seeing the overall design in context from an objective chair, which is a great design dilemma. One of the best tools I know of come from architecture. It relates to all the CAD walkthroughs you make all day of structures. But, in old school design, if you keep coming back to plan view only, you are forced into god's eye view, and sticking with that view enforces objectivity in design. I think level designers would do well to step outside the map they see through a particular axis window more often, regularly and disciplinistically. You always see more from the objective view, and, it eliminates the unnecessary and spawns necessitate detail inclusion, which will require their own experience integration engineering.
All in all, given how many conduits, airshafts and tunnels games have given us to crawl and crouch through for a very long time, the recent (in terms of total deliverable executable existence term) appearance of vast worlds is more an issue of adjustment of perceptual change upon the part of the gamer due to overwhelmingly preponderant existence of constrictive game environment previously, which we know were often limitations of technology and productivity more than they were design intent, and those things are not so relevant anymore in most cases.
Adventuredesign