Creating Challenges
Game designers can intentionally hobble one or
more of the seven stages to purposely make an interaction more challenging for
the player. This is a valuable design tool; to give you an idea of how
omissions might create a good challenge, here are some examples:
Omit Stage 3: Many types of puzzles provide players with the goal (Stage 1) and the intention (Stage
2), but hide the means of solving the puzzle by omitting Stage 3: Specify the action. Once the
player figures out the secret, it's a trivial task to manipulate the puzzle (Stage 4: Execute the action) to complete
the challenge. The game can then give good feedback for the rest of the stages
since the challenge has been successfully overcome.
Omit Stage 4: Another standard type of puzzle provides the goal (Stage 1), the intention (Stage
2), and the means (Stage 3), but then
the trick is in the execution (difficulty in Stage 4: Execute the action).
This is common for instance among
jumping puzzles in the action/platforming genre, where the player can easily
see why and how he must complete a series of jumps but may find it challenging
to execute the distances and timings without falling to his death.
Omit Stage 5: Have you ever played a game where you activated a switch but were then left
with no idea what might have changed in the game world? If so then that was
because the game's designer, whether intentionally or not, did not provide any
feedback that might have helped you perceive
the state of the world after the switch was thrown. This sort of challenge
could be good or bad, depending on the context.
Omit Stage 6: Let's build from the above example. What if, after throwing the switch,
you'd heard long, deep grinding sounds coming from somewhere down the corridor?
It sounded like a large, heavy stone object had moved.
At this point, you have
perceived a change in the game world (Stage
5), but may not be able to interpret exactly what that meant -- was it a
platform, a door, etc.? This equates to a difficulty with Stage 6: Interpreting the state of the world; in order to interpret
the new state, more exploration is warranted.
Knowledge in the Head and in the World
Another important concept put forth by Norman is
the difference between "knowledge in the head" and "knowledge in
the world," meaning that either the user knows what to do based on what
the world is showing him, or he knows what to do based on knowledge that he's
brought to the situation on his own. It's important to determine what
information you can count on players to already know and what information you
must teach them, because getting this wrong can create a situation that unintentionally
hinders the player.
In the World
"Knowledge in the world" implies that
the game is actively giving a player the information he needs to perform an
action, as opposed to expecting him to already know (or leaving it up to him to
figure out) without any help from the interface. In other words, the necessary
information is already baked into the game world for his reference.
In a GUI, for instance, knowledge of what a
widget does can be conveyed in several ways:
-
By giving it a text label to describe what it
does
-
By offering "tool tips" or other
context-sensitive help
-
By providing visual cues as to how something
should be manipulated -- things that can be pressed should look like buttons, things
that slide should have a grip icon, things that can be grabbed should have a
handle
Concerning game world entities, there are
limitless methods of baking in knowledge depending on the specific situation.
Some examples:
-
In an RTS, don't make the player click and read
each unit's property sheet in order to find out whether it can build
structures. Instead, design the unit's graphics in such a way that it looks like something that can build
structures. A player would know right away if the unit had a saw in its hand or
a hammer in its belt.
-
In an FPS, don't make the player remember which hotkey
switches to the shotgun -- show the available weapons on a HUD along with their
associated key mappings[2].
-
Friendly NPCs can give hints and tips that ramp
up in complexity as the player learns his way around the realm.
Naturally, you'll want to omit knowledge from
the world when you're purposely trying to create a challenge for the player.
But players are too often challenged by things that aren't meant to be so, such
as a ledge that looks accessible but is not, and that leads to frustration --
or even worse, to a perception that your game is clunky, not user-friendly, or
has an unnecessarily steep learning curve. Help your players understand the
game by baking adequate cues into the game world wherever they may be needed.
[2] If you're
scoffing at how ugly this might make your beautifully minimalist UI, you can
offer the option to hide that display once he's memorized the necessary keys -
that is, once the knowledge has been loaded into his head. In the meantime, he'll
thank you for the handy reminders even if they aren't as pretty.
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I like to think in any game as I think in any software I use, the difference is that between those steps 2 or 4 there is something like "choosing the best tool and best way to accomplish your goal".
This is simple, I have an enemy, a weapon and a crosshair, and an input system such as a mouse, so I'm going to point the crosshair at the enemy while I'm carring the gun and then shoot. If the crosshair or the gun or my mouse doesn't respond well to my mind state that makes that action pure automatic as an extention of my own body actions, then I'll feel it, no matter the smalest jam that happens, I'll feel cheated. Same goes if I'm using and 6-axis and my enemy moves fast or takes good cover, then a simple action of aiming, that as a player I know I can do, just seems that I can't, so of course I'm gonna blame the input system.
Same goes for movement, jump, an things that seems simple in real life or in what the player is used to... "do these developers play soccer?! why my superstart soccer player cannot do a simple task that me and all my friends, and even my granda can do?!", the result is simple: "it sucks!", or in other words, player is being challenged by something that is out of the game's world.
Dead Space is an amazing example of showing the player all the information they need - without even showing it all the time. I like the way they used the floating menu to gather all the data the player may need to understand the history and to remember the main points of the controls. However... the game itself failures on letting the player change the control scheme, which is something I thought very problematic and annoying.
It's a truism throughout software development that the skills that allow some programmer to be very good at specifying object behaviors don't always translate into an ability to communicate effectively with other people. Ignoring this reality (sometimes because there's just no one else to do the job) is, I suspect, why we see problems like incomplete feedback (the programmer already knows what the control does) and confusing communication (such as rampant misspelling of words).
In other words, someone who's good at solving Stage 4 challenges in game development may not be equally talented at addressing game development challenges from Stages 1, 2, 3, 5, or 6.
So much for proofreading after a night of no sleep. ;)
I think that everyone on the development team should pay attention to those problems, but specially the game designer should know these points, because they have a great influence on the fun factor.
In this article, many great things are specified, even the reward, but I didn't find a part that explains how to produce fun and that's the most important part of a game. For sure, the reward needs to be fun, but it should be the same case for the mechanic used to perform the action and unfortunately there isn't much about that. If there was, I didn't feel it was enough for me.
I would love to hear more about your thoughts on the subject or read new articles ^^.
- Khris