Experience Duration
Not
all games have to increase the length of the experience to be fun or
successful, but experience length can directly support the gameplay
progression and in turn the overall enjoyment of the experience. In all
8 Road Rash versions I worked on, we made
sure to increase the length of races (both in distance and in time) at
every level, and although it was a subconscious decision at the time, I
now recognize that approach as a part of the gameplay experience
progression. Racing games have to increase the race length more on new
level races since presumably they also have faster vehicles on the new
level (which can cover more ground in the same time). Combat games can
increase in mission distance, opponent difficulty and penalty (e.g.
player death) to increase the overall experience time.
Some platform games have very short levels at the start (teaching basic
mechanics) and then longer levels farther in. Even subtle differences
in experience length over time will subconsciously increase the sense
of progress for the user and therefore their overall gratification (ask
most players why Zelda games are so excellent and they may be hard pressed to articulate the reasons, because the feel of the experience is such a subjective thing, but much of that cohesive feel is delivered via gameplay progression).
On
a micro level, the user should also feel a sense of progression within
a single mission, level or course and the building structure into the
content allows the designers to control the pacing, and gradually
increase the intensity within a single level, race or mission. On a
macro level, the sense of advancement and overall game percentage
completion for the player should be obvious.
Ancillary Rewards & Environmental Progression
Most games are filled with pleasing rewards that do not directly affect
how the user plays the game, but ancillary rewards (visual, aural or
decorative) add to player gratification and therefore encourage
replayability. Visual environmental rewards can be very pleasing and
memorable to the player and include things like fantastic environments,
amazing particle or lighting effects, and incredible scripted action
events (e.g. Medal of Honor and Call of Duty style) and an Environmental Progression
of these elements is therefore an extremely important area to plan and
structure since it is key to encouraging continuation and replay.
Environmental rewards are especially valuable to the player experience
since they can directly affect the gameplay pacing and so they should
occur fairly often (usually one at a time) within a level, mission or
race.
Decorative rewards can be things like Trophies or Medals (Medal of Honor)
that serve as unlocked collectibles but do not alter the gameplay.
Decorative Rewards do add value in helping recognize player progress,
but in this day and age a game that entirely substitutes Practical
Awards with Ancillary rewards will often get hammered in chat forums
and in review scores.
Key visual rewards
that dramatically affect the pace of gameplay and thus need to be
designed and structured into an Environmental Progression
are things like scripted action events, the intensity of those action
events, visual wonders, landmarks (essential for proper navigation and
orientation), object groups, terrain types, and weather types (see Fig 4).
The original Medal of Honor
did an excellent job of progressively structuring the unlockable
medals, and since this was pretty new to FPS console gamers at the time
(around 1999), these Decorative Ancillary Rewards were extremely
effective as an incentive for replay (gamers just had to earn those
medals). If Decorative Ancillary Rewards are the bulk of the unlockable
content the first unlockables should be revealed quickly and then over
progressively longer time periods from that point. Care should also be
taken to make Ancillary Rewards interesting and unique enough to keep
players interested (generic bronze, silver, and gold trophies or medals
are less likely to satiate players in this day and age).
Ancillary rewards can also help dramatically play up key game events. For Road Rash: Jailbreak,
we reinforced the combat knock-down with visual and audio rewards
(skull & bones icon and cash register sound effect) to make it more
gratifying. Team skeptics (myself included) quickly changed their tune
when those audio/visual rewards were proven to have increased the
gratification of knock-downs during focus tests. The point here is that
key game mechanics or systems should be the first place to consider
adding visual and audio rewards, but in that case, there is no
progressive gameplay structure and those portions of ancillary rewards
will not directly enhance the overall gameplay progression. In fact, in
order to maximize gameplay continuation and replay many other Ancillary
Rewards (e.g. scripted action events, environmental wonders, and other
visual rewards) can and should be structured into an Environmental Progression Plan prior to having those levels, or areas constructed by the artists and/or level designers (see Fig 4 above);
ensuring successive levels or missions have an interesting new mix of
action and visuals will serve the dual purpose of rewarding prior
player progress and enticing their continuation and replay.
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