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When
working at Harmonix on Eyetoy: Antigrav, a camera-driven boarding
game, the team was intensely worried about overloading the player
with too much stuff to learn. As such, one of the overarching goals
was to leverage established response patterns as much as possible.
If you see a ring, your immediate response is to go through it. If
you see a target of any kind, you try to hit it. Trying to explain a
camera-driven gestural recognition game was going to be confusing
enough to the great majority of players: trying to teach them all new
iconography would have been way beyond scope.
Similarly,
only embellish upon players’ expectations of rules, but never break
them. Remember, your game is trying to establish itself on someone
else’s shores. If you violate the basic rules that have been
burned into the player’s minds, they won’t know which shore to
show up to.
An established rule in your genre might be: Guns on the
floor can be picked up and used. Red crosses refill your health.
Watch symbols give you more time. If you suddenly make a watch icon
that transforms the player into an elf, you’re going to get some
very confused and upset players. You’re violating a rule in their
minds. To them, you’re cheating.
While
the game might need to avoid breaking well established rules, that
doesn’t mean they can’t be extended. As a very basic example,
let’s say health packs are too plentiful for a reason outside of
your hands. It wouldn’t be a violation of established rules to
make the player find a limited-use needle before they can use a
health pack. Or make progressive healing items be less effective.
Both of these would be additions on top of what the player has been
trained to believe, as opposed to violations of it. One could also
technically meet the design goal by making health packs randomly
explode. However, any developer brave or foolish enough to violate
the ingrained rules of health packs that deeply does so at their own
peril.
On
Guitar Hero, we created a hammer-on and pull-off mechanic unique to
our game. To avoid alienating existing rhythm music gamers, more
traditional players could still play as they knew how. However, any
that wanted to look deeper could take advantage of this new system.
When we decided to update the hammer-on / pull-off system for Guitar
Hero 2, we took great pains to make sure that any movement which
would have been successful in the first game would still work in the
updated one.
Fresh players could learn new and easier ways of
succeeding, but existing players weren’t fighting against their
training. In short, we were trying to teach players a better way of
doing something they already had experience with. If forum chatter
is any indication, we’ve more or less succeeded.
4. Leave
an impression
And
really, that’s the point of all of this. To establish your
creative beachhead in the players’ minds, you need to use their
experiences to your advantage. Play off their expectations while
giving them unique interactions. In the hands of a skilled
development team, the liability of an established genre can become an
opening for success.
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