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Great Expectations: Building a Player Vocabulary As designers, we strive to immerse the player in our world by providing a series of interesting and exciting events. In order to do this effectively, it can be very helpful to understand and develop the expectations of the player. At the start of a game, we can make some basic assumptions about what the player knows. These assumptions can be based on everything from movies, books, and other games, to the way things work in reality. When a player hits a button to call an elevator, they expect the elevator to come to them so they can get on. If they jump off a high building they may take damage or die. If they stay underwater too long they may drown. The player comes to your game with a vast amount of knowledge that you can use. Expectations In order for the designer to use the player's expectations to his advantage, it is important to establish some core game mechanics at the beginning of the game. The player should know what types of objects they can interact with and how they do so. Does opening a door require a "use button" or do they open automatically? Can you use non-player characters? If so, how and in what ways? Things that can hurt the player, like falling, lava, poison, and heat are important rules for the player to know about. These examples may sound simple enough, but its essential to confirm the players expectations if you plan to manipulate them later. There are a couple of ways that designers commonly use to establish the core game mechanics. In some cases, the designer can teach the player these mechanics as they play through the game. This has the advantage of allowing the player to jump right in and learn as they play. Another option is to create a separate tutorial where the player can learn the basic mechanics without the danger or distraction of the being in the actual game. This has the advantage of making sure the player is prepared enough to really enjoy the experience when they're ready to start the actual game. A tutorial may also be a good idea if the designer is introducing new game mechanics that player may not be familiar with. As designers,
we can carefully build a vocabulary of game mechanics and shape what
the player knows about the environment, and when they know it. For
example, when the player pushes a button to call an elevator, they
simply expect the elevator to come to them so they can get on. This
would be normal. However, you could imagine their surprise when the
elevator suddenly comes crashing down with a group of screaming scientists
on board. We get the element of surprise mixed in with a bit of humor
creating a memorable experience for the player. More importantly,
we've expanded the player's understanding of what can happen in this
environment. The designer might enhance this scene in a number of different ways. Perhaps there was an eerie sound coming from the grates that drew the player to look below under every grate. Perhaps they found an NPC hiding under a grate and chose to look for more. After we take the player by surprise, they may now choose to be more cautious about grates. Maybe they'll be ready for combat whenever they walk by a grate. We've expanded the player's vocabulary with regard to how grates work in the world. Players may become more aware and alert about things that may seem "normal" in the environment. Think about the tremendous value we've just given to a simple grate! Designers can use this heightened sense of awareness to make even the simplest things more interesting; a door that is slightly ajar, a ceiling tile that is out of place. Think
of this little scenario: In one part of the game we introduce a simple
hallway. In a section just after the hallway, we introduce monsters
that drop down from certain types of ceiling tiles. Later, we introduce
monsters that can break through closed doors. Now, can you imagine
the feeling the player will have when they arrive at a long hallway
that has the same grates on the floor, the same ceiling tiles that
monsters have been known to drop from, and some doors where monster
may be waiting to bash through? Think of the suspense that can be
created in the player's every step. This ability to manage and manipulate
the player's expectations is a powerful tool for a designer. ________________________________________________________ |
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