Playing Aquaria lately has got me thinking more about player exploration, how fun it is, and how tricky it is to get right without sacrificing other game aspects to. Read on for some random game design musings on walking the balance between making sure the player doesn't get stuck, and letting them feel like they have complete freedom to explore.
It's always been a hard problem. How do you make the player feel like they can go anywhere they want and explore, without worrying that they'll go
somewhere they can't do anything yet, and become frustrated? If you make a giant world with multiple ways to go, there is no way you can ensure the
player will go the way you want or expect. Some of them will go some random other ways, possibly towards obstacles they can't overcome yet.
The usual complaints that this brings out in a user are:
These are things feelings that we, as game designers, usually want to avoid or minimize. Logically, it seems like there are two general classes of solution:
So first let's talk about #1. Trying to modify the user's reaction. This is by far the most common approach taken, and there are several ways to approach it. Most involve attacking these common complaints directly. Here are some solutions I've seen games use:
All of these methods are largely examples of the subtle nuance that is the level-designer's art. They all revolve around crafting the world in a way that guides the player toward the areas that the player is expected to experience next. I like to think of this as the "invisible rails" game model. Granted, in some cases, the rails are built out of game rules (lack of keys or items) and in other cases, the rails are built out of player ignorance (not knowing where to go or what to do) but in all of these cases, the general goal is to make the game world in such a way that the user feels completely free, but is blocked or discouraged if they try to deviate too far from the planned experience.
These approaches have served games well so far, but as the fine people who partake in Project Horseshoe have been telling us, the best stories in games are often the ones that the player feels like they have a play a large part in creating themselves.
This post is already getting pretty long, so I think I'll break it up into separate posts. In part 2, I'll talk about the second, seldom used approach of modifying the game to adapt to the user.
Friday, January 18, 2008
Linear vs Freedom, Part I: Invisible Rails
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Arbitrary Classifications: Game Design
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2 comments:
I definitely hate not knowing if I'm supposed to be at some place or not. Not knowing if you can defeat an enemy/boss is the same.
A free roaming game always puts doubt in the player's mind "do I have all the items to beat this part?". I think it's still best for the game to be blunt about it if there is room for doubt. The Mythalas boss in Aquaria comes to mind...
(Yay! A post! I'm curious how you found this, since I haven't gotten around to posting a link yet anywhere.)
Yes, the Mithalas temple was definitely a "should I be here right now?" spot for me. Although in Bit-Blot's defense, they were at least nice enough to make a one-way current to get out of the temple quickly and painlessly. Still a little vexing, but far less than if I'd had to spend another 15 minutes getting back outside so I could explore somewhere else.
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