Techniques that play outside the
current rules of the game industry
Many of the most exciting techniques
for generating interesting experiences are found outside of the game
industry. Academia, advertising and independent games have been dabbling
in these ideas for years. We focused on rich examples from Alternate
Reality Games (ARGs), narrative spaces, and social networks.
ARGs
Alternate reality games such
as I Love Bees and Last Call Poker have found that breaking
the barriers between the online game world and the player's real world
can lead to extremely compelling experiences.
Patricia Pizer shared a tale
of how they included a simple game mechanic in Last Call Poker
that required players to take a picture of a gravestone where someone
had died on the same day they were born. Figuring this to be a rare
occurrence, the game masters were shocked to find their inboxes flooded
with dozens of images. Players were going to graveyards and taking pictures
of the graves of infants that had been stillborn. The intense emotional
impact of this intersection of game mechanics and the real world left
a lasting mark on both the players and the designers.
ARGs
numbers compared to top retail games.
Raph Koster's GDCPrime 2007 lecture
"What are we missing?"
Some lessons from ARGs include:
- Difficult to
scale: It is difficult to make the experience scale well since it
requires active game/puppet masters playing various roles and adjusting
the game to account for the player's unexpected progress. ARGs are
ultimately a highly leaky pachinko machine.
- Breaks players
expectations of a game: However, the emotions that result are intensely
powerful because ARGs actively break the model of a traditional computer
game player experience. Players expect to play a game, but they end
up being confronted by very meaningful and real situations.
Narrative spaces
There is a long history of
environmental spaces that tell a story. Disneyland, Location Based Entertainment
(LBE) and amusement park rides have been successfully creating mediated
experiences for over a century.
Ceci n'est
pas une golfball. It is a carefully designed visual goal.
Lessons from narrative spaces
include:
- Controlled reveals/sightlines:
Structure your space in such a way that intriguing goals are clearly
presented to the customer as they wander aimlessly. People will tend
to make their way towards the visual goals and thus will be guided even
though they are acting out of their own free will.
- Established paths:
By combining sightlines, you can create well trodden paths that users
will move through while still imagining that they are exploring new
territory. This allows you to focus the majority of your production
effort along these paths. A good example of this in games is what Naughty
Dog has done with Jak and Daxter.
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