In the Head
"Knowledge in the head" implies that the game world doesn't
actively or persistently give players the information necessary to perform an
action. Instead they're expected to intuitively know, remember, or figure out how
to do the task without help or reminders.
In a game's GUI, you might be able to leverage the player's preexisting
knowledge by:
-
Following established standards that the player
will recognize, such as drop-down lists and scroll bars
-
Giving it an appearance and behavior of
something from the real world that a typical user would already be familiar
with, like a button or a folder tab
-
Labeling controls with familiar pictures/icons
to jog his memory
In the game world itself, it's dangerous to rely
on your players' preexisting knowledge; if he doesn't know what you expect him
to know then he'll have trouble executing core tasks.
Many games "pre-load"
the player's head with necessary information during a tutorial phase, and that's
a good start, but problems arise if the player forgets what you've told him or
else skips through the tutorial without paying much attention, which
unfortunately seems to be commonplace.
Many contemporary games are so complex that
players can't memorize all the necessary information until they've logged many
hours of play.
You can also frustrate players if you require them to frequently
retain new pieces of critical knowledge that are difficult or impossible to
re-learn it if they happen to forget:
-
"Yeah the scientist told me the combination
to that blast door. But I haven't played since last June, and now I've
forgotten what he'd said!"
-
"Do I really have to click-click-click into
the Unit Stats screen just to get a reminder about this tank's attack rating?"
-
"That boss monster just killed me a dozen
times in a row. This sucks -- what am I doing wrong?"
In order to cope with these problems, we should
provide accessible, abundant knowledge in the game world to alleviate the need
to memorize, or we should provide reminders at key points to spark the player's
memory. Some ideas that could help with the above examples might be:
-
Provide a way to store important information
that the NPCs have given to the player (a Notes screen, a Quests menu, etc.)
-
Provide a popup with a visual stats summary when
the player hovers his cursor over a unit, or offer a sidebar to show a stat
overview for all units currently on-screen
-
Detect when the player is repeatedly failing a task,
and then offer a helpful hint or make existing hints even more obvious
Conclusion
For every development cycle, game teams spend a lot
of time revising and re-revising in-game actions to make them easier for
players to understand and execute; often, the problems have stemmed from users
not having the knowledge necessary to successfully perform a desired action.
If
the developers can make an effort to bake as much knowledge as possible into
the game world -- especially knowledge that facilitates the completion of Norman's Seven Stages of Action
-- you'll find that players navigate more easily and get confused and
frustrated far less often.
With these
simple design tools, we can build more intuitive interactions and help our games
go from "this sucks" to "hell yeah," all the time, every
time.
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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