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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.
Once there is a basic understanding of how the world works, the designer
can further expand on the player's vocabulary and expectations to
create new and interesting scenarios. An example: The player walks
by a few large grates in a floor, looking down in the first few and
seeing nothing of interests. After a while, they come to believe that
the grates are a static part of the world. The designers usese this
opportunity to take advantage of the player's disregard for the grates.
At a grate just a bit further along, a monster comes crashing up through
the grate to attack the player.
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.
If it is quiet, even a well-placed sound effect can be startling to
the player. The designer could use any combination of these events
or they could choose to layer them. Perhaps the designer chooses to
only introduce the grates and the ceiling tiles forcing the player
to walk along the walls for safety. This would be a good time to introduce
the monster crashing through a door across the hall! Perhaps none
of the above happen and a completely new monster runs down the hallway,
stirring up all of the other monsters. Ultimately, it comes down to
the designer's personal goals and preferences how they want to develop
the scenario.
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