Latest News
spacer View All spacer
 
November 20, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [7]
 
Opinion: Rethinking Player Death [20]
 
Class-Action Suit Filed Against Zynga, Facebook Over Offer-Based Ads
spacer
Latest Features
spacer View All spacer
 
November 20, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [3]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [4]
 
arrow iPhone Piracy: The Inside Story [47]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 20, 2009
 
Rainbow Studios
Development Manager
 
Relic Entertainment
Senior Director of Development
 
Bigpoint, Inc.
Online Marketing Manager (m/f)
 
Warner Bros Games
Sr. Software Engineer, Archives - WB Games Inc - #115354
 
CCP
Senior Animation Programmer
 
THQ, Kaos Studios
Studio Marketing Manager
 
Sledgehammer Games / Activision
Development Director
 
Gameloft Montreal
3D Artist (Various Profiles)
spacer
Blogs

  Interaction in Games
by Lewis Pulsipher on 11/08/09 09:38:00 am   Expert Blogs
5 comments
Share RSS
 
 
  Posted 11/08/09 09:38:00 am
 
Interaction in games

In a traditional solo video game you're actually interacting with the designer.

In a tabletop or  "newer" video game, you're interacting with other people through situations devised by the designer.

Interacting with the designer:  (Often called PvE, Player vs. Environment)
    Puzzles
    Talking with NPCs
    Collecting information
    Avoiding obstacles and hazards (which may behave sentiently (with intelligence) or not)
        Stealth
        Con them (bluffing)
        Blast/smash them
        Clever other methods (drive cattle in front of you)
        Dodge/avoid
    (Cutscenes–but no interactivity)

Interacting with other people (part of the game, not something the game leads to):
    Negotiation (persuade or dissuade)
    Direct Conflict (PvP, Player vs. Player)
        "Beating them to the punch" (in races, collection of objects, as well as in attacking)
        Kill-crush-destroy opposing entities
        Physical contests
    Cooperation (typical of group RPGs)
    Trading
    Bidding against/auctioning
    Drafting (selecting the best set of useful items, getting something before someone else does)
    Anticipation of what someone else will do (could be tied to “beating them to the punch”)    
    "Bragging rights"
    Telling bad jokes, charades, drawing pictures, and many other kinds of party game activities
    Acting/pretending (lying) (bluffing)
    Being annoying    
    Indirect interaction (you cause forces other than yours do do something to harm another player's)(e.g. via "Event cards")
        
    Really indirect conflict--you cause forces other than yours to do something to harm other forces that might be helpful to an opponent

In a sense, a great part of interaction with other people could be characterized as “make the right choice before the other person does”.
 
 
Comments

Christian Philippe Guay
profile image
That's great and I like the way you presented the article, but I think it is possible that this article jumps to quickly to a conclusion when it mentions:

- - - - - - - - - - -
Wrote by Lewis Pulsipher

Really indirect conflict--you cause forces other than yours to do something to harm other forces that might be helpful to an opponent

In a sense, a great part of interaction with other people could be characterized as “make the right choice before the other person does”.

- - - - - - - - - - -

Note: the word program, here, can be replaced by "experience"

The first step of a player is to learn the controls; learn the program (level design, gameplays, etc.). The player is influenced by the program and the players.

The second step of the player is to master the controls, including making decisions first; master the program. The player still is influenced by other players.

If the player make a decision first, it won't make him win the game, sometimes it's even worst. The third step is for the player to make perfect decisions in such a way that he can control the choices of others. The player becomes a cause rather than an effect and act as being himself part of the program, because he can't be bigger than his program unless he creates a better one, so he only becomes a law himself of his program. We could also say that the player must use the higher laws against the lower and make himself a function of the program. From another interesting perspective, mostly related to martial arts, it could be translated as: "A real master doesn't need to fight. He doesn't need it, because if he controls the movements of his opponent, it's not really a fight, isn't it?" That's where "mind game" comes from, because as long as a player tries to master something, he still is only an effect influenced by the existing laws of a world. Fortunately, it doesn't only apply to video games, but also to everything; poker, martial arts, fighting games, FPS, sports, arts, marketing, living, etc.

It's not just about making a fun gameplay, but it's also to keep interesting the act of influencing other players. If a player is influenced by another player, can it be fun? It changes the perspective of making fun things. From a Game Design perspective, that state is represented by us (game developers) keeping the players engaged in the experience. We manipulate the mind of a player in order to make him experience pleasure. I guess that's what we can call a "greater manipulation". Unfortunately, as Game Developers we can also manipulate the mind of the player to keep him addicted to a product without making it fun and useful to finally and exclusively suck all the money out of him. That's up to you...

For some people it definitely won't make sense, but I strongly suggest to any designer to read the following text:

http://www.hermetics.org/pdf/kybalion.pdf

Everything we need to understand about design and principles is hidden in there. The Kybalion is about life principles (macrocosm), but a video game (like any other experience) is structured the same way, but just on a smaller scale (microcosm).

I hope it could be useful...


Luis Guimarães
profile image
The "master the controls" part seem to be talking about RTS, Fight or Music games. I don't usually see controls as being "mastered" but yet "learned". Control should not be part of the game's mastering, or else it's bad response, bad intuition or bad thought controlling system. A good game leads to actually play the game world, not the software. Just opinion.

I think the "fun" and the great experience are all in the player mind already, you just need to feed it, and let him go. That's it.

Christian Philippe Guay
profile image
One of the fun factors in a FPS game is to aim an opponent properly, the head if possible (more rewarding). Same thing in martial arts. Unless you already aim perfectly, "mastering the controls" seems to be part of the game and the fun.

If an opponent goes in cover, you can't touch him. However you can throw a grenade to make him get out of cover and then kill the guy. However, in order to do that you must at least master your controls (gameplays - thow grenade + fire).


Luis Guimarães
profile image
Ya, that's right, recognizing the improvement in your aiming skills to be accurate, quick-as-human and seemless bring the feeling of better gamming experience and also satisfaction. But good part of that's is because after making the most basic core gameplay to flow seemless is when deeper experience comes in and, ultimatelly, the recognition of the difference between two similar games.

For a non-FPS player, the first impression of Unreal Tournament or Counter Strike are that they are the same game, with different setting.

Christian Philippe Guay
profile image
I guess I should say instead: learn the controls and master the gameplays.


none
 
Comment:
 


Submit Comment